Genesis should have:
1. Cornea (Use glass like settings for real reflections OR your transparent eye reflections textures (Eye lights) )
2. Iris: Colour of the eye, self explanitory.
3. Pupil, can use black surface OR textures, I use textures.
4. Sclera The eye whites, these can be tricky to get right, but I use M5 Philip parameters for this with my own textures.
5. Tear… Can use glass like settings for real reflections OR your transparent eye reflections textures (Eye lights)
6. Lacrimal: which is the tear duct… I do NOT use fake burnt in reflections on this as it just looks fake.
A good set of really realistic ‘eyelights’ or fake reflections for the cornea and tear is available in Interjection (Daz3d) Absolutely fantastic! The SSS mats are the best I’ve ever came across as well. Well worth it ![]()
There are really two ways to go about eyes. I do both depending on the task. 1. Realistic with Real ray traced reflections. OR 2. Realistic but with Fake reflections.
I use “1” in full scenes with lights purposely in place to cause good reflections in the eyes. It will reflect the scene/environment but will also get lights reflected if positioned tactically, like on a movie set.
I use “2” with what I call, “studio” renders… Where there is no actual set/physical environment. For renders like Rogerbee does, this method is fantastic, and I use Interjections eye reflections for this method.
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I standardize ALL my characters with the same eye parameters (Excluding fantasy/sci-fi of course) I use M5 Phillip’s shadowed eyes parameters, his eye shadow texture with my own custom Sclera, Iris and pupil (Made in Photoshop using Philips textures as a base)
It should be noted that Philip comes with a transparent PNG texture with the shadow to use in Photoshop
Use it all the time. You’ll find it in the Runtime.
I use Phillips ray trace and glass settings for the cornea and eye for the “real” reflections, and use Interjections parameters for “fake” or “eyelights” reflections.


