"I see, I see...", said the blind man.

This was just a test eyeball, created in Cinema 4D, version 8.5. This was done to see how far I could push photo-realistic texturing, (using nothing, but, proceedural shaders). Like I said, this was done COMPLETELY WITH PROCEEDURAL SHADERS. No texture mapping was done at all. Granted, it's not perfect, (the sclera has one unavoidable seam, I can't get rid of). But, for proceedural, it's looks pretty darn good, I think.

I used a standard, "3-point lighting".

The model, itself, is just a slightly flattened basic sphere, (for the iris area). And, a second, slightly larger sphere, (for the conjunctiva), with corneal bump.

I figure this custom shader could prove useful as a "Proxie", when render times might be otherwise too heavy. And, as far as that seam, it should be easy enough to hide under the upper eyelids, of most models it's used for.

As far as how this could still be tweaked: I think I want to copy the same proceedurals into the bump channel, to help things catch the light a little more. Sometime soon, in my free time, (what ever that is, lol), I'll make this addition. And post it here.