Multi-layered Eye Texture in Cycles


#1

Hello.
Pretty new to the forums and moderately new to Blender. I know the basics in manipulating objects and putting together material nodes. And now I’m looking to do something advanced. :stuck_out_tongue:

I have imported an object and I wish to create my own eye texture to it that I can move and size using UV manipulation, simply because the eyes in this object aren’t perfectly round and not proportionately correct to make perfectly round.

What I’m planning:
[ul]
[li]A white texture that is the whole eye
[/li][li]An image that is the iris which can be resized
[/li][li]An image mask that “cuts” a hole on both the above to create the pupil, also resizeable but separate from iris resizing (not transparent hole but just black)
[/li][li]Using this same “image mask” as a bump-map to create an indent where the white meets the iris and iris meets the pupil
[/li][li]Ability to shift the whole texture using one Texture Coordinates or the likes (move eyes left-right up-down) (optional)
[/li][li]And the right Glossy values for eyes
[/li][/ul]

I tried putting this together myself, and I did manage to add the iris onto the white, but needed to use the mask to remove part of the white in order to make the iris visible. It looks good when viewing it under Material View, but it is all black under Render View. Can anyone help me with completing this task?

This is what I’ve got so far:

/Edward


#2

Well, after no replies and fiddling around it on my own, I managed to figure it out.
First thing I thought of was, maybe instead of connecting a Yellow Dot to a Green Dot, maybe I should connect Green to Green. In other words, have a Shader in between.

After that things started to fall into place, and I got myself the following result:

I think I got the gloss ok, though wonder if it is at all possible with individual gloss levels for the three parts.

Also, if I really want to go advanced, I’d like to have those highlights in the iris act like the highlights on a CD.

/Edward