I try to achieve an iris parallax effect similar to the one in CryEngine with no luck yet. I tried to use refraction but couldn’t get it to look right. Since this effect is essential to realistic eye rendering I hope we can figure something out! I know that as a workaround one could simply use two eye ball meshes, one with a curved in iris and another curved out transparent one on top for the reflections but since we don’t have spec reflections on translucent materials that’s not a great solution either.
Yup, good suggestion. We have used both bump offset and transparent outer eye at different times. Bump offset allows better control since the eye will be opaque and lit a bit nicer.
To get things started I have my shading network using a Substance Shader Called eye.sbar this makes the normal of the iris/rainbow skin point inward, so I flipped the Red Green Components, to get it to face the other direction, that way I could also put it back in case that’s a better approach.
So my question is, is given the outputs from the substance shader, the shader setup properly ?
I figured since the substance file kicks out a height with white being the high point, and in my bump offset I want just the opposite I’d use negative values, or I could do a 1-x node.
Maybe this is useful to someone following this, who doesn’t want to add all kinds of unnecessary polygons to the eyes.