Eye texture doesn't seem to be working...

I’m making 3-part eyes with a sclara, iris/pupil and cornea. I assigned all the materials and then when I went to render, the iris/pupil part seems to be acting as though it’s invisible and I’m either seeing the inside of the sclara or the light gray under the texture map showing. Here’s pictures of how it renders, how it looks in edit mode and what my materials settings are:

http://i95.photobucket.com/albums/l152/sand303/help/eyehelp1.jpghttp://i95.photobucket.com/albums/l152/sand303/help/eyehelp2.jpg

Could you make a blend file isolating the eyeballs and attach that? It helps.

When I isolated it into it’s own .blend, the texture showed up, but now it’s warping the texture and pulling it taller and narrower than it’s supposed to be. http://www.sand3.com/eyeball.blend

Erm, you kinda forgot to erase the materials from the rest of your mesh… confuses things a bit, but at least you named them. Also, the image isn’t packed, so I don’t see a texture at all.

Ah, sorry about that. Here’s a zip of the two http://www.sand3.com/eyeball.zip
How do I delete materials from the surface? I think I’ve just been replacing them…

In the editing panel, press the yellowish-orange delete button right beneath the color picking shortcut.

Maybe you should use reliable UV coordinates instead;
here’s what your problem was. Using orco coordinates for an image by default means the image is projected down from the z axis. What you were seeing was half of the eye texture stretched and repeated on the bottom of your mesh. You could either change the settings in map input which is that grid of
xyz
xyz
xyz

to make it be projected along the right axis. But I suggest UV coordinates instead, unless something about your scene prevents that.
The attatched file is fixed with UV coordinates.

Attachments

eyeball.blend (268 KB)