I want to know how most people here tend to go about making their eye shaders.
I usually use two spheres, one that has a sort of a flat side to it to represent the Pupil, Iris and Sclera which just has a Difuse, normal and roughness maps all plugged in to a Principled node. Then I have another sphere that stretches a bit outwards and envelopes the other sphere to represent the cornea. This one just has a Glass node attached to it.
When the eye is just floating in space it’s usually fine, and it gives a nice result, but as soon as I place inside an eye socket on any character, the eye becomes instantly very dark and you can only see it if you get really close or point a light at it.
That’s not how eyes are suppose to work, you see them all the time unless you are in a pure pitch black room with no light sources. Otherwise, even the gloomiest room allows one to see another person/animal eyes.
However, i can never get this, whether I’m using lamps, HDRI or anything else.
So I want to know how people get around this issue or maybe even share your node shader or tricks you use to create convincing eyes for your characters.