Hey everyone, I’ve got a bit of a problem. I’ve been trying to put together a believable eye shader for a while, and I think I’ve got something. The issue is that the cornea seems to fade everything behind it to black instead of refracting the iris.
Here’s a render and my node set up.
Your texture node is mapping the color out completely in the Eye_whites node tree. It’s set to the iris portion of the eye to be transparent, then screening what looks like a black material on top of it? Do you have another material node setup for the eye under the cornea?
That black material is the eye specular/reflectivity. The iris uses a completely different material using the same texture. What I’m trying to do in this material is to use the mask texture to transition from the eye white material to the cornea material. I’m certain the black cornea is coming from some error I made before that specular mix, because when I remove the specular layer the cornea area is still black.
Wow guys, really spot on and quick responses here. I’m really cherishing my new profile and I’m looking forward to the wealth of input on my future endeavors.
Yeah, that was sarcasm. Forgive me for the abrasive attitude, but I’m pissed. I made an account here specifically for help on this one issue and the first guy that responds didn’t even read the OP and he’s a mod. I excuse Kirby because he’s a friend of mine who got a laugh out of this thread and had to join in.
Well, I’ve gotten a work-around together, which is to have a separate mesh for the cornea, the whites, and the iris. I absolutely abhor the way it looks, but at least they look like eyes now.
I’m just missing that smooth transition I was going after. It looks like lego pieces for an eyeball slotted into each other instead of different consistencies of flesh fused and grown together. This solution will work for now, but I’m still looking for a real one.
Alright, so I’ve got a new problem that seems tied to one of the old ones. It seems Blender Internal just doesn’t handle multiple layers of refraction on top of each other. I think I’ve made a mistake, but idk.
I added “tear” geometry to simulate moisture pooled around the lower eyelid, and this happens.
ok, this is crazy. I turn on SSS for the eyeball, render the whole thing, and:
like, gimme a break. am I hitting that many limitations or am I making that many mistakes?
why are you going all out with nodes?
you need a cornea mesh and an eye mesh. the eye slightly smaller than the cornea. then you have your transparent material on your cornea with reflections and your eyeball material with sss on your eye. you dont need masks or fancy node setups, this is not cycles. make sure receive transparent is enabled on your eyeball