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.
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.
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.
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.
Updated. I also fixed the broken Material Previews while I was at it.
you made it wrong. only the lens has smooth specularity the eyeball Needs fluid material. Your model Looks like a Billard ball
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.
Impressive eye model! However, I'm curious if there's any connection between this detailed eye model and vision screening in Malaysia? Does this kind of 3D modeling play a role in medical or optometry practices?
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