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I found a problem with incorrect display of eye texture. In Texture Paint, everything works fine if Viewport Shading is solid. But in Material Preview and Rendered, the sclera of the eye becomes gray, along with the eyeball. How can this be fixed?

I have absolutely no idea what needs to be done so that the texture of the eyes does not disappear.

What the texture looks like:

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  • $\begingroup$ Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking. $\endgroup$
    – Community Bot
    Commented Dec 3, 2021 at 20:29
  • $\begingroup$ Looks like transparency is not enabled. This is needed for the material preview and Eevee render modes. The cornea should be transparent and glossy. Check the material tab > Settings > Blend Mode. The mode should be Alpha Hashed $\endgroup$
    – Blunder
    Commented Dec 4, 2021 at 6:32
  • $\begingroup$ @Blunder Yes, I have already used this setting. Nothing changes. $\endgroup$
    – CrazyFox
    Commented Dec 4, 2021 at 7:09
  • $\begingroup$ That's good. And the nodes of the material that should be transparent are set up properly? The alpha mask should be connected to the Alpha slot of the Principled BSDF. This is either a separate image or the channel of the base color or another image when the textures are channel-packed. Later is often used for game models. I've seen imported models where the material was messed up, especially the transparency. The Backface Culling option in the material settings can cause problems, too. $\endgroup$
    – Blunder
    Commented Dec 4, 2021 at 14:49
  • $\begingroup$ Another thing: Have you enabled Screenspace Reflections? $\endgroup$
    – Blunder
    Commented Dec 6, 2021 at 23:26

1 Answer 1

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Eevee Render Settings

First, enable [X] Ambient Occlusion and [X] Screen Space Reflection and [X] Screen Space Reflection > [X] Refraction in Eevee's render settings.

Material For The Eyes

Almost all materials have set Metallic to 1. For human models, this is not recommended. Set Metallic to 0.

The eyes of the model consist of 4 mesh parts and the related material:

part of the eyes

  1. the cornea, (Material #67). It covers the eyeball and is like a ball of glass. Settings:

    • Base Color = white
    • Roughness = 0
    • Transmission = 1
    • Alpha = 1
    • in the Material Properties, enable Settings > [X] Screen Space Reflections to make them transmissive.
  2. faked amibient occlusion (AO), (Material #66). It's a shadow near the eyelids inside the eye. This is needed for Eevee and game engines because there is a limitation that does not allow the add AO on transmissive materials such as the cornea. Settings:

    • Base Color = black or an image texture (Map #2?)
    • Alpha = an image texture or the Alpha slot of an image texture (Map #2?)
    • in the Material Properties, set Settings > Blend Mode to Alpha Hashed.
  3. the tear line, (Material #68). It's tinted green in the screenshot so you can see it better. Usually, it's transmissive. Settings:

    • same as the cornea
    • Eevee cannot render transmissive & transparent glass (tear line) on glass (cornea). You can add transparency when you lower Alpha to 0.4.
    • in the Material Properties, set Settings > Blend Mode to Alpha Hashed.
  4. the eyeball, (Eye_Mat). It includes the pupil. Settings:

    • lower Specular, and maybe leave Roughness at 0.5? Set Metallic to 0.

You had not included the textures, so here is just a very rough example. (Eyebrows and eyelashes are usually also transparent.)

material preview

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