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I made a pair of eyes for a character of mine that consists of two meshes. One that acts as the real eye with the iris and the pupil, and then a copy of that one but slightly different to represent a cornea which has only a simple glass shader on. Why are the eyes of my character dark as soon as I place them inside the eye sockets? Seriously, you can barely see them. Can anyone tell me why Blender does this?

Eye out of socket:

enter image description here

Eye inside socket:

enter image description here

From a distance you can't see it's eyes at all, only if you're this close can you make them out.

Blend file: https://www.dropbox.com/s/vj7jwmcu7sn7bej/Dark%20Eyes.blend?dl=0

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  • $\begingroup$ Try to increase the Transmission and Glossy bounces. $\endgroup$ – Denis Sep 7 '18 at 20:54
  • $\begingroup$ It became a bit clearer but it's still too dark. I wanted them to be vibrant, almost like sapphires. $\endgroup$ – Pherion Sep 7 '18 at 21:12
  • $\begingroup$ Can you attach the .blend please $\endgroup$ – WhatAMesh Sep 7 '18 at 22:03
  • $\begingroup$ I added a dropbox link to the blend file on the post. $\endgroup$ – Pherion Sep 7 '18 at 22:32
  • $\begingroup$ You probably need to pack the textures into the .blend, can't see them. EDIT: whoops, sorry, it seems only the World-HDR image was missing. $\endgroup$ – Manu Järvinen Sep 7 '18 at 22:34
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It is hard to see it all without all the pictures packed (or I just don't have HDR activated), or that the head is lacking materials. However, I myself have had a few troubles in regards to things being not lit the way I like it. One of the things involves having specularity spots on eyes even in a dimly lit room. The two options I came up with was having "virtual lights" (spot and point) surrounding the face, and having a starfield texture added as emission.

I have played around a bit with your node setup, and what I've come up with is that from the Mix node that is connected to the Principled's Base Color, add a connection to a Bright/Contrast node, connect that to an Ambient Occlusion shader, and then an Add shader that adds together the Principled and Ambient outputs to the Material Output.

With the Bright/Contrast node you can control how bright/vibrant you want your eye, seeing as AO (and Add) doesn't have a slider for how much it affects the material. If you want a "strength slider" for the shader, or don't mind the eye emitting some light, you can exchange the AO shader for an Emission shader.

Hope this helps.

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  • $\begingroup$ This did help and now I can see the eye clearly but it looks flat. $\endgroup$ – Pherion Sep 9 '18 at 22:29
  • $\begingroup$ At least it is a start. Play around with what I've given you, exchange or add some nodes, or connect them differently. Hopefully you'll achieve the result you are looking for. $\endgroup$ – Edward Sep 9 '18 at 22:44

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