As I said, I know it's possible to build an eye in different ways.
This workflow is the most accurate and give to me maximum control about everything.
I've been using this eye without SSS, so I'm not considering to change it.
I have 2 geometries, like in a real eye, 1 for the external shape (cornea+sclera), another one for the internal shape (iris).
Without SSS all I need to do is to use a gradient in refraction channel, so I have a soft transition from cornea to sclera with absolute control and ease animation BTW.
But it doesn't matter, I'm not discussing how to build an eye. This is not the point in my question.
It's impossible to keep everything in a single material due the nature of the SSS in Corona.
Sss is dependent of refraction/opacity, so I need to separate the building of this material in 2 different materials and blend them using a mask.
In Physical renderer we just stack 2 materials without problems. Here, stacking with this purpose doesn't work, so we need a layered material.
I hope I'm being clear in my explanation.
My request is simple. I need to blend 2 materials (pure refraction and pure SSS) in a layered material.
Layered material isn't being useful in this case and I can't find another way.
Thanks