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