OKay, I’m now fairly confident in saying that it’s fresnel that’s causing my cornea issues. It seems like it doesn’t work well with transparency, at least in Ubersurface 2, might have to try the default DAZ shader to test if it behaves differently.
If you check Omnifreaker’s site you’ll see that the fresnel effect shows the sphere as black in a lot of spots, this appears to still happen when combined with 0% opacity where, in my mind, it should be completely transparent in those spots, not darkened.
I tried without the fresnel effect and just got too strong of a reflection so I tried with some reduced reflection strength and fresnel on, I then got some transparency in the cornea but things were still too dark. Now trying a lower reflection with fresnel off.