Hi there,
I wish we had a falloff map that could use the Ray direction, to be able to have the reflection and refraction to shade the same way the camera z does. Would allow to use the double side material with a back face material transparent on a "solid" object to work in reflections. My goal is to fake paper thickness with a shell modifier on a single side poly with the help of a towards/away in camera z. It works pretty well in camera, not so much in reflection, I guess it is also not working for bounces of Gi. If relative to the Ray direction it should work in most cases. If someone has found a way to use the double side mat and still have the feeling of a paper border I would be glad to know!
I wish we had a falloff map that could use the Ray direction, to be able to have the reflection and refraction to shade the same way the camera z does. Would allow to use the double side material with a back face material transparent on a "solid" object to work in reflections. My goal is to fake paper thickness with a shell modifier on a single side poly with the help of a towards/away in camera z. It works pretty well in camera, not so much in reflection, I guess it is also not working for bounces of Gi. If relative to the Ray direction it should work in most cases. If someone has found a way to use the double side mat and still have the feeling of a paper border I would be glad to know!
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