- Open the Environment and Effects window (press 8).
- Set the background color to a dark blue (R:1, G:3, B:6).
- Open the Render Setup window (press F10).
- Under the V-Ray tab > V-Ray Environment, enable the GI Environment (skylight) override.
- Set the color to a dark blue (R:1, G:3, B:6).
Later, if needed, you can use the Multiplier value to manipulate this light.
- Change to the Indirect Illumination tab.
- Under V-Ray: Indirect Illumination (GI) tick On to turn on the GI.
- Leave the Primary bounces as Irradiance map and change the Secondary bounces to Light cache.
- Under Irradiance Map, change the Current preset to Custom.
- Set the Min rate to -3 and the Max rate to -1.
- Don't change the Light cache parameters.
- Press F9 to render.
Eyes Material 1
Let's start by creating the cornea material. In this tutorial I have used a fairly simple eye model; if you have followed the animal cartoon tutorial you can re-use the more complex eye model we created there (Fig.09).
- Open the Material Editor (press M).
- Choose a Material Editor slot and press the Standard button. Choose VRayMtl under V-Ray Adv 1.50.SP5.
- Under Reflection, change the Reflect color to white (R:255, G:255, B:255).
- Press the "L” button in front of the Highlight glossiness to unlock and be able to use specular highlights which have independent glossiness values from the Reflection glossiness.
- Set the Highlight glossiness value to 0.9. This will create a little specular highlight.
- Turn on Fresnel reflections.
- Under Refraction, change the Refract color to white (R:255, G:255, B:255).
- Change the IOR value to 2.0. This value not only affects the refraction distortion but also the effect of Fresnel reflections.
- Enable Affect shadows in order for the refraction to affect the shadows and make them transparent, otherwise the shadows will be opaque.
- Select the cornea objects and apply the material by pressing the Assign Material to Selection button.
In the image I have isolated the eyes in order to be clear what we are doing.
Eyes Material 2
To create the eye material we will use the VRayFastSSS2 material. Subsurface scattering is important to recreate the white of the eye (Fig.10).
- Open the Material Editor (press M).
- Choose a Material Editor slot and press the Standard button. Choose VRayFastSSS2.
- Under General Parameters change the preset to Milk (whole). We will use this preset because the color and settings are very near to what we need.
- Increase the pre-pass rate to 0.
- Under Diffuse and sub-surface scattering layers, change the diffuse amount to 1.0 and decrease the scatter radius to 1.
- Under Specular layer change the specular glossiness to 0.5 and turn on trace reflections.
- Under Maps place the "eye_diffuse.PSD” in the diffuse color slot.
- Select the eye objects and apply the material.
Eye's Highlights 1
We will create some highlights on the eyes and make the lower part of the iris brighter by using a spotlight without shadows and only including the eyes (Fig.11).
- From the Create menu on the right, click on the Light icon.
- Change the light to Standard.
- Create a Target Spot light.
- Place it coming a bit from above and from the right of the image, hitting the lower part of the iris. The objective is to create a highlight at the upper right part of the cornea and another at the lower left part of the iris.
- Make sure the Shadows are off.
- Press the Include button and from the left list choose the eye and cornea objects. Press the ">>” button to move these objects to the inclusion list. This way only these objects will receive light. Press OK.
- In the Intensity/Color/Attenuation section change the Multiplier to 0.18.
- Set the light color to white (R:255, G:255, B:255).
- In Spotlight Parameters, set the Hotspot to 0.8 and the Falloff to 2.8.
- Copy the light and position it to hit the other eye in the same way.
- Press F9 to render and adjust.