Using Taron’s DollEyes.
Eyeball!
No, You ball! …wait, that doesn’t make any sense. Looks good Wegg, I’ve been tinkering with that shader myself. Very usefull!
I kind of wanted to do some more cartoon like eyes. Like this. . .

Only. . . When I change the shape of the eye. . . I get this. . .

Not really what I had in mind. Oh well. Still really cool. 
Must be some way of controlling the eye shape independently from the eyeball…
a node hooked to a stretch control or something…

There is SOME control. But as soon as the eye starts looking around. . . it gets lost. I’d have to animate the eye’s heading with bones and the pitch with the target null.
bizzare.
/switches to dream mode…
It’d be cool if the node had a button “create proxy”.
so you add the node, open it and click add proxy.
Then a wire disc appears on the eye representing the form and position of the eye, so you could then control the form by using a “move to”, “align”, etc. (this part is probably undoable)
It would also help when animating as it would visualize the characters eye direction in openGL.
That’s looking sweet! Too bad about the iris not deforming with the eyeball and why does the refraction look swirly?
Thats Tarons magic. I don’t quite now how to control that. Anything you feed into the color of the DollEyes shader acts kind of like a bump/displacement/color kind of thing. I kinda dig it. Kinda. 
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