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masked opacity without effecting specular

Im trying to make a material for an eye setup

i have an outer eye geometry which i is masked by an alpha to reveal the inner iris and pupil geo. Is it possible to have that shader with masked opacity, but retain its specular/reflective/refractive response, to mimic the cornea

when i enable masking, it kills the spec, ref etc, literally cutting a hole in the geometry

and on-top of that can i even have a masked subsurface material?

attached are examples of the setup working in modo

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eyee.jpg (21.2 kB)
eyeball.jpg (77.6 kB)
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asked Dec 04 '14 at 10:52 AM in Using UE4

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