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Fog color depht variation

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  • Fog color depht variation

    I find myself wanting more controll over fog and back side color depht variation on the standard material.
    A cool map maybe to use in this situation would be a thickness/depht map you could plug into either slot?

    Some way to controll hue/saturation shift depending on the thickness of the object would be very nice.

    -Tom



  • #2
    After doing some research, It might be that What we need is a way to control the rgb depht contribution in the translucency section.
    After what I can see at least the cycles renderer for blender have an extra rgb slot in the depth section for translucency

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    • #3
      The fog color in VRayMtl is already a way to control the depth for the red/green/blue channels separately.

      Best regards,
      Vlado
      I only act like I know everything, Rogers.

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      • #4
        You are right off course, I am just having a hard time wrapping my head around it I guess.
        I am starting to understand though.. After 15 years of vray....In my defence, all this bruteforce glossy refraction stuff have been to slow to render for a while.

        -Tom

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