Hi all,
"I did the Creating a Procedural Eyeball Material with Eevee" eyeball and ended up doing it a bit off script and using two objects for the eye and eye disc. I am trying to join them and am losing the black spot in the center of the eye. I used Ctrl+a to apply the rotation but applying the transforms gives me the pinked out colour and apply scale gives me all black. I looked at the UV map and packed it a bit better but it hasn't helped.
Not sure what I'm missing but it would be nice to know what's going on.
Thanks all.
WP
It sounds like your problem is caused by the location of the object origin.
Procedural textures often use the object origin as the location or reference point for the procedural texture.
You could try selecting the eye first then the eye disc, so the disc is the active object, then CTRL+J to join.
This should keep your eye disc texture correct, but will probably mess up any procedural texture on the eye part.
Another option is to adjust the texture mapping node in the procedural texture, but this will be a trial and error operation until you get it right. WARNING: Possibly cause major frustration.
If you can share the .blend file, we could take a closer look and find a solution.
But I do wonder why you made the choice to use separate objects, only to join them anyway.
Hi Seumas WWhisperingpine ,
When you are using Object Coordinates, you often do not want to Apply the Scale; this is what happens when you do:
Thanks for the replies!
I was able to get it worked out using the xyz mapping adjustment (with minor node tweaks after that). The object origin thing was definately a factor. I was clicking on the cornea first because it was inside. Had to switch to wireframe!
I'll definately know why to do it like that in the future but also will know a bit better to do a fix. Sometimes I just need to get it wrong before I can get it right.
Thanks again.