How do I blend a cornea and a sclera material?

I have a mesh for my eyeball and I have an opacity mask to delineate between the sclera and the cornea. I have a texture sample for my sclera. But how do I get a material for the cornea that properly refracts? Do I need to use material attributes? Anyone know of a method for this seemingly common issue?

You can make the whole material translucent, and vary the translucency and opacity with respect to the mask.

What have you got so far?

So that definitely got me somewhere! Here are my results. It doesn’t look as good as it does in blender. Notice the refraction, you can see through the cornea in unreal. I have a most very basic glass shader. could this look more like in blender with a better shader setup? I have tweaked all the refraction values and this is the best i can get with this setup.



here’s slightly more extreme angle from blender to demonstrate

Well yes, you would get a clear cornea with this method. From your description, I ( incorrectly ) thought that’s what you wanted.

The blender eye is just basically a texture on a smooth ball ( or looks like that, all opaque ).

Actually, it’s the same eye imported into unreal (different color for the iris, but same mesh). It’s isn’t a flat sphere. The iris is a separate mesh inside the eye and the front of the eye is transparent. here is a picture from a complete profile

i DO want a clear cornea, but I want it to be able to be seen as such an extreme angle without distorting like i showed in the second picture of the blender eye. You for sure understood what I wanted. I just don’t know what steps to take within the Unreal Sahder Editor to improve the refraction.

1 Like

Ah, then set the refraction to 1 :slight_smile: