UNIVERSAL HUMAN

EYE TEXTURES DOCUMENTATION


Adding Textures to the Eye Shader

Iris Colours

The following example settings can be applied using the Eye Shader's Iris node (copy and paste the Tint and Base Hex values below into the Hex fields inside the colour pickers).  They are configured for Refractive Caustics, so if you're not using caustics you'll need to increase the Melanin, Tint and Base values.  Note that higher values than 1.0 can be entered in the Value fields.

Tint Hex: B1E9FF 9AB3A4 8FAF83 93A57E 929C7E --- ---Base Hex: 31657E 55676F 1E3F49 485758 757133 A9A557 ---

Tip: Lower the Displacement amount or swap out Displacement maps for subtle variations.



Eyeball Colours

The settings to the right can be applied to the Eye Shader's Eyeball node to quickly approximate a bloodshot eye.



Tint Hex: FFB9B3Base Hex:  FFFFFF

Displacement Maps

Iris Displacement A and B are designed to align with each other and with the Fibres map, so they can be overlaid and selectively mixed in an image editor.  Displacement C is an example of this, with added melanin freckles which align with the freckles in the Melanin map.  To help give the fibres some volume, the Fibres image was also overlaid on the displacement at 10% opacity.

Rendering

Object Subdivisions

For best results, make sure Displacement & Bump is selected in Material Properties > Settings > Surface > Displacement, and set the object's subdivision level as high as your hardware permits (especially for the Iris mesh).  Keep a close eye on your memory usage while testing subdivision levels, as overdoing it can quickly exceed the available RAM and cause the system to hang.  For reference, a subdivision level of 7 for the Eye and 8 for the Iris is about the limit on an 8GB system when rendering a single eyeball.

Bear in mind that displacement detail may take a long time to resolve, especially when using denoising and caustics.  When using denoising, make sure the Albedo and Normal passes are enabled.

For more rendering tips, see the Rendering section in the Eye Shader documentation.