Procedural eye shader for my original creature — fixed deformation issue (Blender)
Small progress update on my creature project.
I built a procedural eye shader in Blender and got it fully working with animation (iris movement + deformation-safe setup).
Initially, I made the shader using object/space coordinates — which looked correct at first.
But when I started deforming the mesh, the material began stretching and breaking.
After debugging for a few hours, I switched the setup to UV-based mapping instead of object coordinates — and now it sticks properly to the mesh during deformation.
It’s still early stage, but I’m happy with how it’s behaving now.
Would love feedback:
- Does the eye feel alive?
- Any suggestions to improve realism or stylization?
- Any optimizations you’d recommend?
More creature updates coming soon.
Posted Feb 15, 2026, 3:56 PM UTC
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