I've been looking at doing a similar thing with eyes, although no where near as detailed. But I have been messing with a shader that allows for a lot of control over eye colour in various ways.
You say color is controlled with one gradient. Can you give me some idea how? I have no idea how gradients work in Octane if I'm honest.
A new set of eyes.
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
Scary real! That texture for the white of the eye is awesome. And the iris really looks like a magnified image of one.
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
They are really good. Any chance of some insight into what you mean about using the gradient to control the colour? I'm trying to translate to doing something similar in the LW plugin.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
Sure thing. If you have ever used gradient maps in photoshops or ramps in any other 3d package, it works the same way.
Feed any texture to be used as a scalar texture to a gradient node so you can remap its values using the gradient node shaping function.
Quick pic.

The gradient node interpolates (linearly or not) between a start and an end value and remaps your entry values (input texture) to the new user provided ones.
You can create as many intermediate values as you need, It is also to be noted that once a new value (and its position on the ramp) is created,
it becomes available for modification. You can connect any kind of images, procedurals or geometry samplers to those values and create extremely complex effects.
I hope that helps.
Feed any texture to be used as a scalar texture to a gradient node so you can remap its values using the gradient node shaping function.
Quick pic.

The gradient node interpolates (linearly or not) between a start and an end value and remaps your entry values (input texture) to the new user provided ones.
You can create as many intermediate values as you need, It is also to be noted that once a new value (and its position on the ramp) is created,
it becomes available for modification. You can connect any kind of images, procedurals or geometry samplers to those values and create extremely complex effects.
I hope that helps.
- xxdanbrowne
- Posts: 503
- Joined: Wed Feb 06, 2013 2:38 am
OK so if I try to use my own dumbed down paraphrasal of what you're doing here:
You take a grey scale image
You plug it in to a gradient node.
It remaps the grey scale image to the corresponding colors along the gradient in the gradient node.
You get an output colorized image which you can apply as a texture.
I tried to use a gradient node for the edge of an atmosphere for a planet and failed miserably. Maybe with your clearer explanation I can get it to work.
You take a grey scale image
You plug it in to a gradient node.
It remaps the grey scale image to the corresponding colors along the gradient in the gradient node.
You get an output colorized image which you can apply as a texture.
I tried to use a gradient node for the edge of an atmosphere for a planet and failed miserably. Maybe with your clearer explanation I can get it to work.
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
Got it thanks.
I was doing something similar but with the image, an RBG value and a mix node. Not sure which is best/easiest/faster to render
I was doing something similar but with the image, an RBG value and a mix node. Not sure which is best/easiest/faster to render

Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
- RealityFox
- Posts: 273
- Joined: Sat May 05, 2012 1:43 pm
Oh this was really useful for me. I intend on making a portrait soon so this will really help when it comes down to the eyes. Now you said you sculpted the eyes, so I presume you made a texture from it to map it onto the eyeball? Please make your tutorial soon! Seems like a really good process for creating eyes.
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
I just leave this here

Rikk!!
you are SICK!!!!!
I REALLY THOUGHT you were showing some reference footage or something! OMG!!
Nildo
you are SICK!!!!!
I REALLY THOUGHT you were showing some reference footage or something! OMG!!
Nildo
Corei7, 6x GTX1070 (2 Inside and 4 in a CUBIX Xpander), 32GB Ram, Win10 64Bit Home, 3dsMax2017 64Bit, Octane for max 3 and LOVING IT!!!!
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.
MSI GT72S 6QE Dominator Pro G win10Home, gtx 980m.