Fake caustics question

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I'm having trouble getting the look I want using fake caustics. I've got MatX materials here and by default the iris is too dark (it's getting shadows from the sclera). If I add a fake caustics node the iris looks perfect, but then the floor turns nuclear white. I've tried a bunch of stuff but I can't see how to isolate just the iris for fake caustics. Any ideas? Thanks!


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before.png (1.1 MB)
after.png (1.1 MB)

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I think the fake caustics node is making the whole eyeball cast zero shadow.
Can you separate the cornea into a separate mesh? and then apply the fake-caustics node just to the cornea?
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Thanks, separating the mesh would give more control for sure. Seems like it shouldn't be necessary though... I can't quite put my finger on what's bothering me about this scene, I'm going to do a few more tests to see if I can pin it down.
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Thanks, separating the mesh would give more control for sure. Seems like it shouldn't be necessary though... I can't quite put my finger on what's bothering me about this scene, I'm going to do a few more tests to see if I can pin it down.

can you connect the same texture that's controlling where the sclera becomes the cornea to the transmission channel of the fake caustics node? I'm not sure what is bothering you about the top picture, that one looks more realistic to me.
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I tried plugging the texture into both transmission and BSDF on the fake caustics. Didn't seem to have the expected effect, i.e. the whole eye was still casting/emitting/projecting/(insert correct term) caustics, not only the cornea. I guess I'm still not getting what fake caustics are supposed to do.

On the plus side, I did accidently get a better look by upping the SSS limit to 3. That clears up some of the darkness without totally eliminating shadows.

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better.png (933.6 KB)

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