caisson opened this issue on Nov 14, 2020 ยท 125 posts
hborre posted Mon, 14 November 2022 at 6:43 PM
Ignore the Glossy node for the Eye Surface, I replaced that with the GlassBsdf node. The LayerWeight node blend value can be modulated between Fresnel and Facing; you can experiment with either combination. I use this with the cornea if it is available but I use the Fresnel connector.
For the Sclera, I added the HVS node between the Diffuse map and the PrincipledBsdf node. Also note, that the same map is plugged into the transmission channel to give it a glassy appearance, use the transmission roughness to modulate the transparency. On the HVS node, experiment with the value channel, that will brighten/darken the map. As you can see from the quick render, you preserve the eyelash shadows on the eyes.