I conducted a series of animation tests using TyFlow, a node-based particle simulation plugin, to find the ideal approach for the stylized iris depicted in this animation. The final result included multiple toruses which served as targets for TySplines spawning off one torus.
Next, I added second layer of TyMeshed TySplines and toruses on top of the first layer to depict the collarette of the iris. I directed these splines to find the nearest vertex of innermost toruses, which were structured in a way that encourage v-shaped branching of the splines. I added an additional torus to represent the pupillary ruff before animating it to contract along with the rest of the iris. Lastly, I applied noise and gradient ramps to the iris to give it organic color and texture.
Using Arnold, I rendered multiple render passes as EXR files in order to retain luminance data, enable color correction, and incorporate Z depth. Each layer of splines, the cornea, and the sclera were rendered separately to allow for flexible compositing in Adobe Aftereffects.