Procedural Dragon's Eye
Final Eye with Iris converted to Depth/displacement map, and using Subsurface shader with all eye layers.

Final Eye with Iris converted to Depth/displacement map, and using Subsurface shader with all eye layers.

The Eye in Context of Animation

This is the procedural Iris created in Houdini with the depth map colour ready to be baked as depth/displacement.

Breakdown of the system basics.

Wip test in context

Wip test in context

Render a test of the eye without the membrane.

Render a test of the eye without the membrane.

This is the other Procedural system created in Houdini to generate the veins for the membrane.

This is the other Procedural system created in Houdini to generate the veins for the membrane.

Procedural Veins result

Procedural Veins result

Sneak Peak at the full IRIS Network on Houdini

Sneak Peak at the full IRIS Network on Houdini

Procedural Dragon's Eye

Extra Credits : Brad Husband (Lookdev), Tyrel Scott (Rigging), Dragon Model (Pre-built Asset), Jimmy Gill (Animation), Danilo Silveria (Director), Andre Chaves (Comp)
Featured at 80Lv website article : https://80.lv/articles/procedural-dragon-s-eye-created-in-houdini-redshift/

This is a dragon's eye Rnd/Lookdev I made for a recent job at Tendil Studio, that was not used in the final film. I also worked on the dragon's skin adding more detail and also the golden hints.
For the first time, I used an unusual workflow to create a realistic eye. I started by building a procedural iris system, but the resulting mesh was too heavy to animate smoothly. To solve this problem, I created a simple system in Houdini that baked the VDB iris into a depth map and reapplied it on the eye mesh as displacement. This worked well with the Redshift subsurface shader.

I also made another simple system in Houdini to generate the tiny veins on the lid and membrane.

More artwork