by NM-8 in Materials, Shaders, Textures

An all in one shader for eyes

Color the Iris, set its size, squeeze it if it's a dragoneye, set depth for a fake refractive effect and amplify the translucency of the iris.
This shader is meant to fake the complex geometry of an eyeball.


No Textures needed!
No UV-Maps needed!



eyeball/iris1/iris2 : coloring the eye.
distort : how much does noise mix the colors.
scale : the scale of the noise.
homogenious : relaxing/stretching the noisepattern in radial direction.
iris%/pupil% : the radius relative to the eyeball surface in percent.
stretch : squeeze the pupil to a slit to simulate a cats eye.
depth : refractive fake effect to simulate depth of the pupil (works best if stretch is 0).
caustic : intensity of the translucent effect.
bump : bumpintensity of the iris-noisepattern.
vector : the space of the mapping. Input>TextureCoordinate>Object will direct the iris in z-direction of the object coordinates.

As the stretchvalue squeezes the eye, you can animate it to transform the pupil from round to slit, like a human transforming into a dragon.

The pupil is oriented into the -z Axis of objectspace. so eyes will look "down" initially.

to use it in your blendscene simply append the asset you need: either append (file/append/ ... locate the blend-file from this product) the sphere-object if you need a spherical eye, or you have your own geometry and need to append the material, or the node.
it is important, that your eye has scale applied, so that no matter what size it has, its scale xyz values are [1,1,1]. distortions occur if the scale differs too much from 1.

please read the parameter list in the product description.

- adjust the values from top to bottom.

- as Vector input use object coordinates from Input>textureCoordinates>Object to get the iris oriented in the z-direction of your mesh. If you want to animate the eye along the meshsurface choose a controlobject in the selector of the textureCoordinate-cyclesnode.

- use the homogenityvalue if the stretch value stretches the noise too much.

- the depth might lead to strange results when applied to a stretched pupil. handle with care, as the depth is just meant to fake somerefractive behaviour of the eye.

No FAQ's found for this product.

Item Rating

This item has an average rating of 5 from 2 ratings by the community.

  • furryVR 6 months ago

    This plugin has worked well for me, making realistic eyes in seconds. There is one problem that has an easy solution. To scale the eyes you must use a mapping node before the eyez shader input. If your eye is scaled by 0.023 (A human sized eye) then set your mapping scale to 43.48 (the inverse). I'd love to see automatic scaling, but overall a great and worth while plugin!

    • nm-8 6 months ago

      thank you for your detailed feedback! glad to hear, this is used. Have you read in the documentation, that the scale needs to be applied. so if you scale the eyes down to small size, simply go to object/apply/scale, so that scale values jump back to 1,1,1 and the eye looks properly agian.

  • yvesboudreault almost 2 years ago

    Very good model. Being a novice in Blender, I first thought that I could not scale the eye down to fit my model, but nm-8 has explained to me how to do it and he was quite patient with me and helpful.

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