This is a semi realistic rendition of the human eye. It uses multiple shaders to give diffuse, glossy, translucent and other effects. Vertex paint has been used to guide the transition in IOR between the lens and other parts of the eye. Many aspects may be tweaked using the node groups in the materials.
The most significant element is the iris, which is realised by combination of simple materials, microdisplacement and a novel mesh which eschews the need for image textures. The appearance of the iris can be modified through two shape keys and the selection of colours in the iris material.
Nice! Just as an idea, the lower part of the pupil is brighter., example,
Yeah, since we have no eye socket / eyelids, there's no need to render a shadow / AO across it.
Generally, the closer you get to the pupil, the brighter the iris is. And it's very dark at the edges of the iris. Eye shadowing is also important. But people have different ways of managing that, if they don't just leave it to the renderer.
I thought that all picture, renderer render using only lights by brute force. Over time I realized that the textures must be painted. Much prettier picture is drawn for a shorter time. The model of the eye that you have made is good and useful. I'm just giving an idea for a possible upgrades.
Just for your information, https://youtu.be/u2GAHnDaUpU?t=14m15s
:o)
I think model of your eye, just add light down, and shadow up, if it is possible.
We're just saying that it depends on the lighting of anyone who might use it.
You can assume that anyone using it will have a scene naturally lit from above, but that's not a general solution to the shading problem.
I think you could definitely add to this by adding a texture to the white part of the eye and altering the iris color based on the distance from the pupil.
But overall it looks pretty good.