Procedural eye shader for my original creature — fixed deformation issue (Blender)

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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.

https://preview.redd.it/p06wyp8fjojg1.png?width=1140&format=png&auto=webp&s=27501e3d90daf1e121b9294195f6b527ea7bdf39

https://reddit.com/link/1r5i1tr/video/vkm6diahjojg1/player

Posted Feb 15, 2026, 3:56 PM UTC

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