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pass through shader

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  • pass through shader

    I made up that term, I think. What I'm looking for is a way to pass through the surface shading from the front to the back of a single sided (no thickness) mesh. Imagine a sphere that's been bisected on the XY plane. So half a sphere. You light it, have reflections, etc etc. You have a camera sitting in front of it, i.e. towards the bulge side. Now I want to flip the camera around to the back side and render it such that I see the surface as it was shaded, but from the other side. So I don't SEE the back side, but rather it's like a perfect rear projection surface. Does that make sense?

  • #2
    OK, thinking more about it. Another way to describe it would be like baking out the shading, applying to a surface shader and rendering from the 'other side'. I want that, only without the baking part.

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    • #3
      I am not sure I understand your set up. Could you attach a simple sketch or explain it with a different example?
      Zdravko Keremidchiev | chaos.com
      Chaos Support Representative | contact us

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