Cycles-Ready Eye

  • March 13, 2013
  • Blender 2.7x
  • Render: Cycles
  • Creator: DredNicolson
  • License: CC-BY-SA
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A high-resolution human eye and cornea model with Cycles materials (or at the least, my first valiant attempts at them). Doesn't use OSL shaders or other experimental Cycles features, so GPU rendering should be possible.

Base polycount of around 1350 quads. Render preview made at 2 subsurf levels, 4 light bounces and 500 samples/px.

Includes this list of extras:

A deform cage, useful for reshaping the eye to fit characters with alien, toon, or other non-human faces. Deformed eye can still rotate as a sphere.

Pupil dilation shape keys, driven by a custom bone.

A "Pixarize" shape key that will sink the iris to a concavity, for a Pixar-like eye.

Two parent Empties. One rotates just the eye (assign your tracking constraints to this one), while the other moves/rotates/scales the whole kit and boodle.

Painless importing into other .blends. Append the Object Group "eye_package" to bring in everything needed.

Full credit for the included textures and bump map goes to the user "arexma", who gave us some excellent BI eyes back in the day before he dropped off the Blend Swap radar. (View the source .blend here.) You may need to adjust the UVs if you substitute your own textures.


  • mobyfreerunner profile picture

    Wow! this is amazing! im gonna study this! XD

    Written April 17, 2013
  • SwapaGG profile picture

    Amazing work !!! More !!!

    Written June 18, 2013
  • gnuffi profile picture

    Awesome. Thanks!

    Written January 10, 2014
  • DredNicolson profile picture

    I downloaded it myself to test, and there was no problem. Everything worked as advertised. Since there's also been 600+ downloads without prior complaint, I can only conclude that your download was broken or corrupted (maybe related to the recent server trouble?), or that you're using a version of Blender that's too old for it.

    Edited February 07, 2014
  • aiv profile picture

    In 2.77 all nodes and textures seems to be ok, I see them in Texture Paint mode and in rendered result. Any idea why I just see a gray low poly in rendered viewport? No matter CPU or GPU rendering.

    Written March 31, 2016
  • DredNicolson profile picture

    I checked it out. It's treating the deform cage as a rendered object in the viewport preview. I also found a fix. Select the deform cage and go to Properties --> Object Tab -- Cycles Settings. Check off all 6 boxes under Ray Visibility.

    I'll update the blend to apply the fix in a little bit.

    Written April 02, 2016
  • DredNicolson profile picture

    Updated. I also fixed the broken Material Previews while I was at it.

    Written April 03, 2016
  • franzlpfeifer79 profile picture


    Written April 12, 2016
  • GDAnimation profile picture

    you made it wrong. only the lens has smooth specularity the eyeball Needs fluid material. Your model Looks like a Billard ball

    Written July 14, 2016
  • bschwartz profile picture

    Wonderful. Super easy to use, even for a Blender newb, and looks great.

    And best of all, there's some actual geometry in the model, so Render view isn't needed to position it :)

    I do think your Glossy shader roughness on the cornea is set way too low, however. The difference in color due to light reflection should be very minimal, and at .006, it's not at all.

    Written December 30, 2017