Eyes are the window to the soul.
It's something you hear a lot, but never really think about with much depth. There are hundreds of images out there in 3d that 'almost get it', but there are a few things that you can't pinpoint that make it not quite there. When an image has good eyes and eyelashes, the face can be off by quite a way, and people just won't notice. The reason ? Personally I think it's because we as humans have such varied faces, characteristic expressions and range from extreme ugly to serene beauty. The thing that links them all together is the eyes. That's to say, the eyeballs. The eye shapes vary between people, but the functionality in design of the eye remains the same to all of us. For that reason, if you nail the eye(ball)s then you nail the face.
The first thing for me was to research the topic in depth. Find out how the eye works, the anatomy and construction. Bear in mind I am far from an anatomy major, so if there are minor errors please forgive me, or correct me. I'll do my best to be accurate nonetheless.
At a very simple explanation.The eye is constructed of multiple parts, the cornea and the lens being two of the most important. When light enters the eye through the cornea, is is refracted, or bent. It then passes through the pupil into the lens. The lens bends the light again,essentially flipping the image and projecting it onto the retina. From there,the light sensitive layerof the retina ( consisting of rod and cone cells ) converts the image into electrical impulses which are in turn delivered to our brain through the optical nerve. Our brain interprets these signals and we see the image.
As I am trying to simulate the eye to the extent the software allows me, I plan on building the key areas of the eye, and using mental ray shaders toinput the correct IOR ( Index of refraction ) Values.
After deliberation, I've narrowed the object list down to.
Sclera ( What shows up to us as the white of the eye. The sclera is a fibrous, protective layer that covers the eye)
Cornea( The cornea is the transparent covering of the iris pupil and anterior chamber, it also refracts light and helps focus )
Aqueous Humor ( A watery substance that fills the anterior chamber behind the cornea )
Lens ( Sits behind the iris, it is also responsible for the refraction of light.A process called accomodation alters the shape of the lens to focus )
Conjunctiva ( A clear membrane that lines the inside of the eyelids and covers the white part of the eye )
Iris ( The part of the eye we all recognize, it's unique to the individual and consists of fibrovascular tissue called stroma. The stroma connects a sphincter and dilator muscle which contract and open the pupil to allow more light in)
Creating these pieces in 3d was trickier than I imagined, simply due to the complexity. In 3d when we create an object with thickness, the shader handles the object as if it were a solid object, as opposed to two pieces of geometry with inversed normals.But the problems arise when we put a transparent material on a section of this geometry. Unless we model that cut out section and cap off the holes, two pieces of geometry will now be visible. This makes creating an object like the eye harder than it may appear. The cornea centrally, consists of 5 layers of which merge into the sclera.The sclera connects to the cornea in a very organic manner, one that's extremely hard if not near impossible to replicate accurately in 3d. Perhaps some sort of point cloud based visualization could simulate it, but I'm far from doing that in 3d studio max. We're fakers after all, so I need to find a way to simulate it on a simple scale.Texturing, SSS and fading throgh alpha mapping will be my weapons here.
In my next post i'll discuss the creation of the objects, and update with more renders.