Ray traced translucency breaks eye occlusion shader

If you need it to work, toss it into the forward shader so it doesn’t use ray tracing.

if you are just bringing up the fact it doesn’t work correctly…
yes. It’s been an issue reported numerous times on here.
The last topic I remember on it had an issue tracker number - if you can spot it you should log in and vote on it.

As far as end result, you would really have to look up close to notice the difference on this tiny detail between ray traced and not raytraced - were it not for the shadowing.
And if I remember correctly, it is an issue with the shadow.
the mesh is causing the shadow despite being translucent, causing the eye area to appear black.

If you could just get the material not to cast any shadow you should be able to get it to work with raytracing as well. In theory, based on what I remember at least. (Despite the fact you are saying otherwise, perhaps the instance is set to use it?)

Also, the tear duct and the eye both have a different transparent material instance. I guess it’s not the eye, but an occlusion mesh on top of it that makes it glossy.
It seems like one is working fine - I would review the settings on both.