Timeline for Mixing two shaders based on raylength
Current License: CC BY-SA 3.0
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Nov 22, 2013 at 21:59 | comment | added | gandalf3 | I thought the ray length referred to the path-traced ray, which bounces/scatters/transmits through an object based on the properties of the material? Anyway I was attempting to make a orange juice shader (again), and I can't figure out how to make it scatter light more based on the distance light has to travel through the juice. E.g like this, where the OJ is "thin", it looks like a glass shader, but there it is thicker, it looks like it needs SSS. | |
Nov 22, 2013 at 12:27 | comment | added | sambler | @gandalf3 the noise would be from the glass or more specifically the caustics - the biggest cause of noise in cycles. Usual noise reduction tricks apply. The material used won't alter the ray length, it is a measurement based off surface locations. I'm not sure that you get much variation in your mix calculations, I only see zero value facing camera. | |
Nov 21, 2013 at 22:32 | comment | added | gandalf3 | It's still pretty noisy.. Is there a way to use ray length without including the variations caused by scattering etc? E.g. get the ray length as it occurs with a transparent node then use that to mix other shaders? | |
Nov 20, 2013 at 10:58 | history | edited | sambler | CC BY-SA 3.0 |
deleted 7 characters in body
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Nov 20, 2013 at 10:51 | history | answered | sambler | CC BY-SA 3.0 |