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kfu

mix shader depending on distance from surface

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I'm trying to create a ice shader in houdini base on this tutorial:https://www.youtube.com/watch?v=MeObbrfCSUY

Around 5:29, he is talking about using ray length to control the mix alpha for transparency shader and sss shader, so that sss only appears on top of transparency material. How do you do that in Houdini( to layer ss material on top of transparent material)?

Any helps pls? I have a test hip file attached below.

 

icecube.hipnc

Ice_Lake_Ref.hdr

Edited by kfu

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had some results just with principle shader, but find it very hard to get rid of all the noise even though I set ray sample pretty high

Capture1.JPG

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1 hour ago, asmartkid said:

Refraction has been traditionally one critized aspect of Mantra. Could I take a look at the shader?

Nothing special really, just simple principle shader with a noise rough map

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finally had a somewhat clean render,not so happy with the ice shader though

 

Capture.JPG

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