I have an existing character model I'm attempting to render with a 'hologram' like effect (Fresnel, alpha, etc) applied as part of a scene using Cycles.
The model has three existing materials (body, accessories, eyes).
However, quite a lot of the interior geometry such as the details inside the mouth and the eye balls are visible through the main body mesh.
How do I make sure anything 'internal' to the character is still correctly hidden as though the model was opaque?
All three materials use a matching node network to the one below with just different texture images applied.