anamous Posted October 13, 2008 Share Posted October 13, 2008 Hey all, Unfortunately depth attenuation in the Trace VOP doesn't work in PBR. In case anyone ever needs depth attenuation in glass in PBR, I use this cheap hack: I modified the glass material to include a gather loop that returns the depth of the glass at a sampling point, and I mix in the attenuation color with the refraction depending on that depth. Limitations are mainly backlighting and the incredibly cheap VOP hackery . cheers, Abdelkareem pbr_cheap_att.hipnc 2 Quote Link to comment Share on other sites More sharing options...
rdg Posted October 13, 2008 Share Posted October 13, 2008 the incredibly cheap VOP hackery . Hack on! Thanks for sharing. Georg Quote Link to comment Share on other sites More sharing options...
jason_slab Posted October 13, 2008 Share Posted October 13, 2008 o nice one!! thx for posting jason Quote Link to comment Share on other sites More sharing options...
Jason Posted October 13, 2008 Share Posted October 13, 2008 Limitations are mainly backlighting and the incredibly cheap VOP hackery . Hackery Schmakery! It looks great! Quote Link to comment Share on other sites More sharing options...
stu Posted October 14, 2008 Share Posted October 14, 2008 Agreed. Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted October 14, 2008 Share Posted October 14, 2008 Hacks'R'Us! Very nice anamous. Thanks! Quote Link to comment Share on other sites More sharing options...
yanioaioan Posted February 1, 2012 Share Posted February 1, 2012 Hacks'R'Us! Very nice anamous. Thanks! Hello, i kind of facing a trouble with the rendering. The colors don't seems to appear but only the specularity of the glass. Any ideas????? Regards Quote Link to comment Share on other sites More sharing options...
Ov's Pianist Posted May 16, 2012 Share Posted May 16, 2012 i have the same problem with rendering as the description above... Quote Link to comment Share on other sites More sharing options...
eetu Posted May 16, 2012 Share Posted May 16, 2012 Here's a version with the extra nodes transferred to a "modern" glass material. Seems to baheva a bit differently, though. For some reason blending with a constant BSDF gives me black, so this is with lambert. The glass material does have attenuation built in these days, too.. pbr_cheap_atte.hipnc Quote Link to comment Share on other sites More sharing options...
almatea Posted May 26, 2012 Share Posted May 26, 2012 (edited) Here's a version with the extra nodes transferred to a "modern" glass material. Seems to baheva a bit differently, though. For some reason blending with a constant BSDF gives me black, so this is with lambert. The glass material does have attenuation built in these days, too.. Hi eetu! You can use "uniform volume" property for same geometry that surface and render two objects on same time: original geometry with mantra surface shader and their copy with volume shader. So you have volume inside shape with same form. Then you get physically correct attenuation closest to PBR philosofy as I think. Edited May 26, 2012 by almatea Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.