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Gerardo Schiavone
Unreal Engine

Burning Eye

An eye animation driven only by shader expressions.

A random-looking eye animation driven by shading expressions (No 3D animation in it, only shader).

In the material instance, every aspect could be controlled to have different results, here below some examples:

Step 1

Basic triangular curve

(arccos(cos(time*pi))/pi

Step 1 curve: triangular wave from arccos(cos(x·π))/π

Step 1 material graph: Time and Pi into Multiply, Cosine, Arcsine, Divide

Step 2

max(min((arccos(cos(time*pi))/pi), MinValue), MaxValue)

Step 2 curve: triangular wave clamped between 0.25 and 0.75

Step 3

Same expression with some changes in length

Step 3 curve: clamped wave with longer flat highs and lows

Step 4

The same expression is subtracted by another similar but with a different frequency

Step 4 curve: two clamped waves subtracted into a stepped line

Step 5

Now the expression is subtracted again with a curve with a very low frequency to have a look-like random movement.

Step 5 curve: irregular, random-looking wave from combined expressions

Step 6

The same just with clamped values

Step 6 curve: the random-looking wave with clamped values

Same expression in the material editor (Some changes in values)

Unreal material editor: ‘Hight Freq’ node group with a Base subgroup

Full Unreal material graph combining high and low frequency node groups

More tools

All tools · Need a custom tool or pipeline? Get in touch.