Load the rig or base mesh into Blender.
Switch the Render Engine to Cycles
Append the Eyeball, Iris and Pupil materials (File > Append, and navigate to Eye-Shader.blend > Materials).
Select the Eye L object and open the Shader Editor.
Select all and delete.
Click the Material Selector button in the header and select the newly appended Eyeball.001 material, as per the image on the right.
Select all the nodes, copy them, reselect the original Eyeball material in the header and paste the nodes.
Select the Iris object and repeat steps 4-6 for the Iris and Pupil materials.
Be sure to set the appropriate Cycles Render Device in Edit > Preferences > System and select GPU Compute (if available) in Render Properties to maximise rendering speed.
For instructions on adding the pre-made Eye Textures, see the Eye Textures documentation. To make your own, see the Creating Textures page.
Select the Body object and Append the Tear Line L and Tear Line R materials from Eye-Shader.blend (File > Append, navigate to the Material folder)
Open the Shader Editor and make the Tear L material active (Slot 2)
Click the Material Selector button (see above) and select Tear Line L
Repeat the process for Tear R, replacing its material with Tear Line R at Step 3
Additional Steps for applying to the Face Rig or Body & Face Rig - refer to the image on the right for further clarification
Select Eye Bulge 1.L in the Object field of the lowermost Texture Coordinate node (type "e" in the entry field to locate it quickly)
Right-click on the purple Factor value in the Mix node, and Edit Driver
Select "Armature" in the Object field
Repeat these steps for Tear R, selecting Eye Bulge 1.R at Step 5
The Eye Shader file contains external and internal eye models (to which the eye materials are applied), so they can be used independently of the Universal Human rigs and meshes. These are the same eye objects as those included with the rigs and base meshes.
The Iris includes two shape keys:
Pupil: Positive values dilate the pupil, negative ones constrict it.
Pupil Offset: Positions the pupil slightly off centre (normally upwards and in towards the nose). For the left eye you can leave this set to 1.0. For the right eye, either mirror the shape key (Shape Keys Specials menu > Mirror Shape Key) or rotate the Iris or Eye object 90° on its local Y axis.
The Eye Shader consists of three materials: Eyeball, Iris, and Pupil. The Eyeball material, which encompasses the sclera and cornea, belongs to the exterior Eye object. The Iris and pupil materials belong to the interior Iris object.
The Iris node's colour properties are stacked like layers, whereby the Melanin overlays the Fibres, which in turn overlay a Base colour. Change the Pupil material's Glossy BSDF Color to red to simulate the red-eye effect caused by flash photography.
If you're using an iris photo as a texture, load it into the Image Texture connected to the Fibres socket and set the Limbal Ring, Melanin and Grain to 0, and the Fibres Mix to 1.0. You can use the same image to generate the displacement/bump by connecting its Color output to the Displacement Image input, and adjusting the Displacement amount to suit.
Albedo Mix
The opacity of the Sclera Albedo texture image.
Hue & Saturation
The Hue/Saturation of the Sclera Albedo image. The value can be set using the Tint value slider.
Tint
Adds a colour tint to the Sclera Albedo image. White = no tint.
Base
This is like an undercoat for the Sclera Albedo image. Lower Albedo Mix values reveal more of the base colour.
Displacement
Adjusts the intensity of the Displacement image.
Albedo Image
Input for the Sclera Albedo texture image.
Displacement Image
Input for the Iris Displacement image.
Shader
Connects to the Material Output node's Surface input socket.
Displacement
Connects to the Material Output node's Displacement input socket.
Limbal Ring
The opacity of the pigment encircling the iris.
Melanin Image
Input for the Iris Melanin texture image. If left unconnected, this will function as a slider which selects a flat colour from the melanin ColorRamp (see below).
Melanin
The opacity of the Iris Melanin image/colour.
Hue, Saturation and Value
The HSV of the Iris Melanin image. For finer control over the melanin, Tab into the node group and edit the colour/position of the colour stops in the Melanin ColorRamp node.
Fibres Image & Alpha
Input for the Iris Fibres texture image and alpha channel. Use this as the input for the main albedo image (e.g. if you're using an iris photo).
Fibres Mix
The opacity of the Iris Fibres image.
Grain
Adds a procedural texture to simulate finer, more random fibres. Set this to 0 when using an iris photo.
Hue & Saturation
These are for adjusting the colour values when using an iris photo or painting (which should be plugged into the Fibres Image socket). The brightness value can be set by using the Value slider inside the Tint HSV properties.
Tint
Adds a colour tint to the Iris Fibres image. White = no tint.
Base
This is like an undercoat for the Iris Fibres image. The selected colour fills in the transparent areas defined by the Alpha channel (if present). The Melanin or Melanin mix should be set to a low value for this to be visible. If you're using an Iris Fibres image without an alpha channel, setting the Fibres Mix to 1.0 will completely obscure the Base colour.
Displacement Image
Input for the Iris Displacement image.
Displacement
Adjusts the intensity of the Displacement image.
UV Map
Input for the UV Map node.
Shader
Connects to the Material Output node's Surface input socket.
Displacement
Connects to the Material Output node's Displacement input socket.
The combination of reflection, refraction, caustics, SSS and a gradient transition from opaque material to glass makes for a worst case scenario as far as render times are concerned. Caustics take the longest to process, however this can be significantly mitigated by enabling Path Guiding (this is only available when using CPU rendering though). While Shadow Caustics are even faster, unfortunately they deliver poor results.
A few other ways to accelerate caustics rendering are as follows:
Use larger lights (at the expense of softer caustics).
Double the render resolution and then scale the rendered image back down, which can yield more detail than rendering at the final output res for the same duration.
Disable Subsurface Scattering if its effect is negligible (which will depend on the darkness of the iris, camera proximity to the iris and key light position and intensity).
The iris will initially appear much darker when using caustics (especially with denoising), and can take hundreds of samples to reach full illumination If render times are too high, it may be preferable to disable caustics - in fact sometimes this can produce more desirable results. Although this will alter the light path and reduce the illumination of the iris, it can be compensated for by repositioning the light and increasing the Melanin Value and the Tint and Base Values (note that higher values than 1.0 can be entered in the Value fields).
For more rendering tips, see the Rendering section in the Eye Textures documentation.