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The Eyes Have It
[Page 5 of 7]

3b. Set the Specular Roughness to a fairly low number, such as 10. This will determine the size of the light reflection, which, at 10, gives you a pretty decent representation of the window reflection effect.

3c. Set the Ambient Color to something like 30. This will give you a little self-illumination.

3d. The Transparency should be high, but not 100 percent. I set mine at 90.

3e. Refraction should also be high, but not so much that your iris will become unduly distorted. I've used 1.510.

3f. Finally, give this object a lot of reflection. I've used 83. You can go higher, but you might not like the effect once you place your eye into a face.

Return to the Composer workspace. Note that your "Outer" object is not invisible. You'll have to do a test render to see how it looks. However, owing to refraction, you will likely be unable to see any distinction between the Outer eye and the Inner eye. If you'd like to see how it looks without the "Outer" object, just ghost the "Outer" object in your timeline and render it out. (Remember to unghost it when you're done.) If you don't know how to ghost an object, look in your timeline. On the left of each object you'll see three dots. The gray dot on the right is the button for ghosting and unghosting objects. (The middle one is for hiding objects in order to make working in the Composer more convenient. Objects that are hidden but not ghosted will still appear in your renders.)

There's one final step before we move on. We're going to attach (parent) the "Inner" and "Innerinner" objects to the "Outer" object in a hierarchy. This will help us to keep them together when we want to rotate, move or scale the eye. To do this, go to your Composer mode and select "Innerinner" in the timeline. Click on the little Link to Parent button, and then click on the "Outer" object. Now do the same with the "Inner" object, making sure you attach it to the "Outer" object and not the other way around. The reason for this is that in the Composer window, the only visible object will be "Outer." So it will just be easier to use that as the parent than anything else.

Click Image To Watch!

The hierarchy of your objects is shown in the timeline
window. Here, "Outer" is the parent of "Inner" and
"Innerinner," as indicated by the triangular icon.
Click image to watch (144 KB QuickTime).

Iris and pupil
We're doing the iris and pupil as separate objects. Actually, we'll have a hole in the iris that will be the actual pupil. The object that we'll be referring to as a pupil will actually just be a black disk to cover up the whiteness of the eye underneath. The object that we'll be calling "Pupil" is incredibly simple to create. But we'll do the iris first.

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Dave Nagel is the producer of Creative Mac and Digital Media Designer; host of several World Wide User Groups, including Synthetik Studio Artist, Adobe Photoshop, Adobe InDesign, Adobe LiveMotion, Creative Mac and Digital Media Designer; and executive producer of the Digital Media Net family of publications.