
During my work at Datagen, I was tasked with creating a procedural system which is able to make more than 100,000 different variations of iris and sclera
Procedural Eye

Iris
Direct control over the amount of streaks, shape and thickness of ramas, size of pupil and color of the iris as a whole, gives infinite possibilities to create realistic human eye
Sclera

By changing the noise seed and the thickness and amount of veins that make the sclera, I could generate infinite possibilities in the white part of the eye, as well as changing the color of the white with a blue or yellow tint

Eye Color
Setting the color to be controlled by RGB values allows the user to determine infinitely specific colors, which are then applied to a series of shape to make the eye look realistic while leaving full control to the hands of the user.
Such practice is important with a procedural system of over 100,000 identities.
Streaks
One of the most noticable features of the iris are the tiny muscles who are in charge of contracting and expanding the pupil, they were created by using 2 sets of voronoi textures that get smaller the closer they are to the center of the eye, thus giving a sense of motion.
Colarette
In the iris there is a second layer of muscles, which is usually visible through the first one, the area in which the first layer of muscles break is called the colarette, in order to simulate the two layers I resulted in creating a mask in this shape and then using it for making a shade, rotating the pattern of muscles and applying color.
Ramas
In some people's eyes, part of the first layer is broken in some areas, which are called ramas, like the rays of the sun, I allow control of fully removing the ramas or controlling their size, thickness and amount.