b2przemo: No problem thanks for looking. 
Dman3d: Good man glad it helped, its the little things that can throw you off I found so its really good to just mess around with it glad you are getting results 
saltapiedras: Cheers fella I have a little breakdown for you. I used 3 components for the model itself Iris, Cornea with corneal bulge modelled also as one mesh, and pupil set to black so no possible light bounce off the back of it, the cornea set to 100 % transparent and set to receive hdri only so no additional casting of shadow etc etc. Iris has the following detail: SSS shader, with a bump and all the maps you need the important task in getting it to look right comes from balancing up the overall and the diffuse maps and the diffuse weight at the top I played with these quite a lot to get the effect I wanted start off with very low colour in these maps and use your base colour meaning your full colour map into the epidermal slot and work your way up till you feel it looks natural. Also really important here is gamma I used a gamma correction curve also attached to all of my maps for the render which corresponded to my scene gamma on my camera lens very important for true colour match from photoshop. I hope this part will help and have fun.
Cheers again
Dan [attach=213045]eyesheet.jpg[/attach]
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