The iris (the colourful ring surrounding the pupil of the eye) is covered in a layer of water, and appears to have opaque elements embedded in transparent and translucent elements. What effects do I need to model in order for the iris to appear realistic close up (the iris taking up over 20% of the image area)?
Is sub surface scattering necessary or is transparency sufficient? Is it necessary to take into account light from within the eye that entered via the pupil, or can the back of the iris be regarded as completely opaque? Are there other effects that I haven't considered?
I'm looking to produce still images offline - the approach does not need to work in real time.
So far I've tried covering the eye in a thin transparent film to simulate a water layer, and treating the iris as a section of a transparent ball with coloured transparent radially arranged strands, offset as they are layered front to back. To prevent unwanted effects from light that gets all the way through, I have backed the iris with a matt black sphere section. This still seems to give an eye that looks somewhat artificial (inorganic) and disconnected though.
I'm trying to make this work with geometric primitives such as spheres, cones and cylinders, but I'm open to an approach using triangle meshes if that opens up new possibilities.