It is a good start Sertorial. Keep at it.
No the UE2 sphere won’t reflect in the cornea and without any thing to reflect you will get some weird results.
This is fixed either by using a reflection map or placing a plane with an image on behind the camera to one side so there is something to reflect. Or you could load a new Sphere and apply a map to that.
I like doing both type of reflections, real and fake, it just depends on what the image is.
Also I have found that reflection strength depends on the lighting. I have found using Distant lights etc you need to drop the reflection strength down more and if using Area lights then those settings should work fine.
If you don’t know what a cornea is Google it and on Wikipedia there is a break down of the eye showing which part is which. I must admit learning all this has taught me a lot about anatomy and latin names of muscles and various body parts.
The Scalea (eye whites) are on the blue side in your image, I like to go for a very light grey to white.
You maybe interested in this product http://www.daz3d.com/actual-eyes-3 for Genesis eyes. It has great textures, settings and reflection maps as shown below in a WIP I am doing at the moment, testing some Uber Surface 2 settings I have recently learnt. Here I am using fake reflections on the cornea using a reflection map. I need to adjust the positioning of the area lights too, to avoid the dark shadow line going down the the face.
The skin texture set is http://www.daz3d.com/v5-elite-skin-texture-valerie with SSS strength maps from http://www.daz3d.com/interjection-surface-injections-for-daz-studio Just .the maps not the settings. I dont like the coloured SSS strength maps that come with the texture set as they won’t work in Uber Surface 2 as the SSS scatter colour doesn’t accept maps.
I had to lower the red channel of the Diffuse colour a little to compensate for the red coming from the SSS.
What I did to set this up was to remove all the maps and set the diffuse colour to a mid gray then turned all the other channels off baring one, say Spec 1 and did a test render, adjust and test again. The I would turn that off and test Spec 2, adjust and render. Once I was happy I turned my attention to Fresnel, Bump then SSS all the time turning off the previous channel. Once I was happy I manually loaded the texture maps back inand turned on the channels and test rendered.
This was lit with two Area lights and UE2 (sotfbox HDRI preset) set to Indirect Lighting with Soft shadows on High preset but changied the UE2 Shading Rate down to 1 from 8. This is needed when using IDL, sometimes you may need to go as low as 0.10 but it does depend on what you are rendering. It took me 3 hours to render at a little larger (I had to crop the bare breasts off to post here). I don’t have a very good machine either.
I have still got a lot more adjusting to do like on the ears, like increasing back scatter boost or increasing the IDL strength in UE2 as I had it on 75% which is ok for Distant and spots but not for Area lighting.
I also removed the spec maps completely.
When I am done I can save the settings and send them to anyone who wants them to look over. Obviously I can’t send the maps with them as that would be breaking the EULA. But at least you can see what settings I used.
Anymore in the scene and it will crash so I am glad I could get this done without DS4.5 crashing.
Advanced render settings at default apart from Shading Rate at 0.10.
Hope this helps.
Click thumbnail to see full-size image