Iuvenis_Scriptor opened this issue on Jul 09, 2016 · 24 posts
Iuvenis_Scriptor posted Mon, 11 July 2016 at 4:55 PM
If you're still interested, Ghostship2, here's the eye surface shader that I use on a simple primitive sphere prop with a custom morph to bulge out the cornea. The only reason I use the Alternate Diffuse and Specular channels is because my OpenGL preview goes totally blank if I use the Reflection and Refraction channels (even with the preview map plugged into the regular Diffuse channel). The masked multiplication of refraction indexes is intended to mimic the effect of light going through both the cornea (IOR = 1.38) and the aqueous humour (IOR = 1.34), a watery secretion that fills the space between the cornea and lens.
Interestingly enough, Jura111's Cycles shader gives me at least roughly the same result with caustics that the above shader gives me without caustics. If I ever need to render something involving both eyes and something for which caustics is more critical, Jura111's shader will probably be very helpful. Thanks, Jura111ǃ