Shader update

Some changes have been made for the upcoming 1.7.4 version of MB-Lab. Finally.

The first is that the procedural eyeball shader has been completed, well mostly at least, the basic shaders are in place. What I needed to do was to make a new iris shader, then assign the polygons around the pupils of the models to this new shader. The iris shader itself is pretty simple and does not look as accurate as I would like but for now it works. In the development version of this shader rework I only assigned one eyeball with an iris, as it was this was a test and I had to recreate EVERYTHING in the humanoid_library.blend file, so having to do this 3 times was enough.



The scelera shader, the eyeball part, is also procedural now as well using a basic texturing for the veins. The visibility of the veins are controllable by a slider.
The pupil was also edited a bit. When using the image map the way that Manuel had UV mapped the model there was a slight bit of the map visible on the area where the pupil would be. It looked weird and in some cases if you zoomed in close enough you could see it. This has been changed and the pupil looks the way it should.

Now that the shader bit has been completed mostly it is time to work on the textures. Specifically the bump map and the albedo map.

The bump map needs some major love, all I did when creating it was make the albedo map a grayscale image, so there are areas that have defects like the eyebrows and the lips.

I am also going to be changing the scale of some of the images, to reduce the size of the project a little. The default 2048x2048 is not ideal for some maps that do not need the detail such as the sub dermal map. In tests I reduced the file size of the sub dermal map by 2 MB, so when applied to both male and female models that is a 4 MB size reduction in total. The sub dermal texture map does not need the detail that the albedo or bump map do, it is only there for an effect.

This has to be one of the longest version updates MB-Lab has undergone though, considering it's past since we took over development.

This is all for now

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