This is my attempt at really making cartoony dot eyes work in Cycles, in as flexible a fashion as I possibly could. It's done using a vertex proximity edit modifer tied to a Mask, in laymens terms that means it runs on doing a whole heap of calculations. By my measure it's as bad as having a physics object actively running. realtime viewport fans keep losing I guess. AtasticForReal is the author of this character. She was picked because I also wanted to see how square I can make a character without compromising their attractiveness. Turns out, not much. ___________________…
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