kleer001 Posted March 26, 2019 Share Posted March 26, 2019 How would you render the furthest ray hit surface? I'm not even sure where to start. Well, that's not entirely true. I have an altered shader using IsFrontFace to "turn off" the camera facing polygon. The problem is that this only gives me the next surface behind the first. Which is great if one is rendering a simple convex shape. But for a more complicated concave shape, like a wildly rippling blob of liquid, this isn't very usefull for comp. notBackHelp.hip Quote Link to comment Share on other sites More sharing options...
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