A gif is an excellent idea, though I don’t have the time to render an animation at the moment among making small adjustments.
Here are some Evee and Cycles shots in harsher lighting that show off the veins… then I’ll post one in the previous lighting to see if you think I addressed your concern with the contrast.
Keep in mind, all of these textures are procedural and adjustable on-the-fly… even the visibility, variance, and color of everything… individually. There are ‘Quick Controls’ that make the most common of adjustments very accessible to those not comfortable with the node editor.
HDRI: Studio Small 07 by Greg Zaal from HDRI Haven
So, for the contrast issue… i still wasn’t quite sure which area you were talking about, but assumed it was the harsh shadow of the sclera coming over the iris. I softened that a little by expanding and softening that gradient transition. Does this look better?
HDRI: Cayley Interior by Greg Zaal from HDRI Haven
Please see my latest post and decide if I addressed any of the concerns you raised.
The veins are more or less visible depending on the lighting, but I did bring them forward a bit and rendered in harsher lighting for visibility.
Each layer is fully adjustable to achieve each person’s individual preference.
a combination of radial gradient map with a ping pong color ramp used as vector input for noise and Voronoi.
i had to reopen my file because i’ve forgotten it. hopefuly i comment each parts in the shader by zone.
Hi, nice progress you’re doing, but I think that the blue iris was more realistic before than it’s know. (hard to say irl, because every iris is unique) and I also think that the iris hasn’t changed.
But just one question, the right side of the iris (the black shadow or sth) looks real nice, but on the left side the shadow is more subtle. Is it the way you meant it?
Good thing I’m saving the iterations =)
I agree it looked better before… at least the iris, which I changed only slighly. There’s more randomness to the first layer (the yellow) as it extends further in random spots (using a noise texture mask). There’s also very subtle hue differences in the blue area also created using a noise texture driving a color ramp.
But, I’m with you… the iris looked better before.
For the shadow, it’s just this lighiting and angle of lighting… but I could probably work to make it softer.
Take this real photo for example… the shadow is harsher on the side from which light is being received
I think one thing to note is that your dark streaks seem to be a little too dark for the color of the eye - they’re almost as dark as the pupil. I think if you blend those dark streaks a little better, and match them to the color of the eye a little more, it’s going to look a lot more naturall. You could probably set it to some kind of layer blending, like multiply, dodge or color burn (experiment - see what works) which should also allow for easier control of the general eye color.