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Activity Forums Maxon Cinema 4D Modeling the eye..Corneal Flap and glowing textures

  • Modeling the eye..Corneal Flap and glowing textures

    Posted by Brett T on September 28, 2005 at 4:15 pm

    I’m trying to creat orginal art for client of mine. I have modeled a human eye for the purpose of show how lasik flattens the cornea of the eye once a slice (corneal flap) is made. I’ve tried slicing and deforming the sphere i used for the eye with little success. I’m hoping someone can point me to a different or better approach.

    The following is a link to what I am trying to achieve.

    https://www.brett-thayer.com/eye/lasik_small copy.jpg

    My Cinema4d files are:

    https://www.brett-thayer.com/eye/eyemodel.zip

    I’m using C4D version 9 on a Mac.

    I’m also playing with the glow setting in the texture of the laser. I’ve been trying to get a setting that makes the walls of the mean less defined and the glow more like the jpg file listed above. Having limited success there too. Woulda glowing light source work better? Like a beam light?

    Thanks for any help.

    Brett

    Brett T replied 20 years, 11 months ago 2 Members · 11 Replies
  • 11 Replies
  • Brett T

    September 28, 2005 at 7:08 pm

    The above link to the graphic / jpeg file is broke. the correct link is:

    https://www.brett-thayer.com/eye/lasik_small.jpg

  • Brian Jones

    September 30, 2005 at 4:04 am

    Assuming you can make the flap (easy enough), bones might be a good way to deform it..

    The glow might be good as a light but you could do some just by taking off the caps off the cylinder

  • Brett T

    September 30, 2005 at 4:09 pm

    I’m not sure I understand..I have beentrying deformers without much succeess.

    I duplicated the sphere and sliced it to create a top section for the flap. MY attempts to deform the sliced, partial sphere were not very successful.

    I’m guessing I need to subdivide the partial sphere but then i seem to lack the control of the deformer to get the desired results.

    IS there any way on the glow/ shader I can get the object to look less defined in its edges?

  • Brian Jones

    October 1, 2005 at 6:19 am

    the laser is a problem. Glow is too big at the bottom (because of the edges). Tube lights are rounded…

    As for the bones here is a low-res test, probably the ‘eye’ should be more subdivided (or in a hyperNurb) and probably there should be more bones but hopefully it’s useful as an idea.

  • Brett T

    October 1, 2005 at 9:18 pm

    Wow thanks thats neat…so now I’m feeling a little behind the curve ..learning more about c4d as i try to do this project. I have a couple of followup questions.

    How did you “slice” the shere and how would i do this in hypernurbs?

  • Brian Jones

    October 1, 2005 at 11:11 pm

    I made a cut with the knife and had it Select Cuts -or you could use a standard sphere and not the Icosahedron – then beveled the new cut edges (just a bit) then removed the polys in the bevel. Next I extruded (with caps – or you could use the MakeThicker plugin) to give it a bit of thickness. Check out this. It uses a standard sphere just because it’s easiest. The limitation of this method is the more complex the sphere the more likely there will be problems when you bevel. You have to try it see what you can get away with.

    As for HyperNurbs I just meant drop it into one. The only thing you have to do is give the edges of the ‘cut’ some hypernurbs weighting to keep them sharp.

  • Brett T

    October 2, 2005 at 4:01 pm

    I remodeled my eye with a basic spehe and a lather nurbs oject for the cornea.

    By my undertanding i need cut or slice part of the nurbs oject and then add the bones as a deformer. This will be valuable going forwards as i might choose to animate this procedure for my clients.

    Thanks for the advice above…the link you posted did not work.

    i uploaded a basic eye model to:
    https://www.brett-thayer.com/eye/simpleeye.c4d

    I dont mean to ask for your help in doing this but if yo ucan take a look its much appreciated. The slice would need to happen at about the 3rd isoparm down on the coneal curve…approximately 1/3 of the corneal curve from the top.

    I’m curious how much subdivision /smoothing needs to be done to keep the bending part of the flap looking smooth.

    Thanks

    Brett

  • Brian Jones

    October 2, 2005 at 4:26 pm

    I’ll take a look at your basic eye but in the meantime here’s the link again… I found if I copied and pasted it worked but following as a link didn’t… wierd

    https://members.shaw.ca/bdjones/eyeslice.zip

  • Brian Jones

    October 2, 2005 at 11:11 pm

    [Brett T] “I’m curious how much subdivision /smoothing needs to be done to keep the bending part of the flap looking smooth.”

    The answer to that is ‘enough’.

    I’ve been toying with this a bit and I thought of something new. One bone and a bend deformer.

    https://members.shaw.ca/bdjones/simpleeye.c4d.zip

  • Brian Jones

    October 3, 2005 at 2:51 am

    What was I thinking? It’s much easier to swap the order of deformers. The base of the ‘hinge’ needs a bit of work (either more subdivision or better use of the Claude Bonet vertex map) but otherwise…

    https://members.shaw.ca/bdjones/simpleeye2.c4d.zip

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