Is achieving a reflective cornea only possible with glass sphere?
![inverted normal](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/userpics/770/n1VUCVKNTC8T8.png)
I've been at it for about 2 hours now, trying to force my will upon the cornea shader. In my scene I use mesh emissive to light the face, and I expect it to be reflected in the eye.
But so far the only way I've managed to hack it is by adding a glass sphere, which isn't desirable.
Been reading the links posted on the sticky, trying to make sense of things. How am I ussposed to ensure my cornea acts like a glass marble? In my understanding, I need full transparency and full surface reflectivity at the same time. Problem with glass is that the refraction index is causing issues with the iris behind it (it gets lost), but lowering it reduces the reflectivity.
Attached is a comparison with eyes straight-up default genesis 8 materials, and my glass hack on the right. Notice the perfecly nicely reflected light mesh. That's how I want my cornea to behave.
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/8a/5b33b0258727372cac939e07e8f8db.jpg)
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/8a/5b33b0258727372cac939e07e8f8db.jpg)
Comments
Are you dialing in the cornea bulge morph as well?
I mentioned this in another post regarding black eyes. Set the Cornea and the EyeMoisture surfaces to be transparent (like water) and thin walled and don't use translucency or other effects. See this post and let me know if it works:
https://www.daz3d.com/forums/discussion/399091/rendering-issue-natural-eyes-all-black#latest
Thank you for this, it was helpful. Got it sorted.