Happy birthday to the lovely, wonderful, beautiful @magerain!!!
May your special day be filled with happiness, delicious cake and good coffee! ^^ Keep dreaming and achieving the goals you’ve set for yourself! ^^ And, I’m gonna quote you here, you’re the best bro, bro!
“Lord help the lost ship that wanders into these waters unaware – for suddenly, compasses spin awry and radios fill with static. Then the Phantom Lighthouse looms suddenly in the mist.”
The Lighthouse: The building itself is a navigational tower standing on a small rocky island located at approximately 63° N, 32° W in the middle of the Atlantic Ocean. The Lighthouse actually conceals the only access to the underwater city of Rapture without a submarine, harboring a single bathysphere linked to the Welcome Center Metro Station, and so represents the only landmark to the city’s position.
I think the most common way of doing eyes is to animate the eye mesh (often several layers of polygon circles), but I figured out that if you set up the material and shader properly you can use a single point light to simulate an iris moving over the eye surface.
This would be easy to animate as you can simply use the light point to steer the direction of vision, and by moving the light back and forth you can also make the eye “focus”.
I’m concerned that calculating separate lights for the eyes could be more costly, though. Is this a bad way of doing it do you think?