That was my initial approach…and it kind of works, but there’s perhaps something I’m missing.
This is my view layer v_eyes, which has a yellow light shining onto the eyes. (Please note that this is just a crude example to show a proof of concept – there is no “eye ding” in this model. I’m just trying to figure out a way to have lights on a particular object but not on the others.)
Note that the mesh called eyes is a child of the mesh Suzanne and the eyes mesh is linked between the c_face and c_eyes collections.
My animation spins the Suzanne’s head around 180 degrees, so the eyes start by looking at the camera, and then are facing away from the camera by the end of the shot. Basically, the head occludes the eyes by the end of the shot.
…and the eyes will be occluded correctly, but this seems like a horrible way to work – especially if the animation changes later on. I don’t want to keep track of an animation in two places just to get the occlusion correct.
I’m thinking I need to do something in the compositor with the z buffer to hide the eyes…but I’m not sure what.
It’s also possible that I’m on completely the wrong track. Any suggestions?