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You can make the transparency dependable on the

distance the ray traveled from P to the first collision.

"float rayhittest(vector P, D; float bias, [scope])

float rayhittest(vector P, D; vector &pHit, &nHit; float bias, [scope])

This function will send a ray from the position P along the direction specified by the direction D. The length of the D vector represents the farthest distance considered when check for occlusion. The function will return the distance to the object intersected. If no object is hit, the distance will less than 0. If pHit and nHit are specified, they will be set to the position and normal of the hit surface."

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So far this is what I have, but it's not what I'm going for :P

I wanted to know if there is a way to add layers.

The first layer would be the bubbles inside the flubber,

second the color and transparency

and, the third layer would be a moist film around it.

Any help is appreciated.

Thanks in advance.

post-15-1039903348.jpg

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Very nice there Carlos! But, do make him more transparant next time. Or at least, whatever it takes to simulate the nice translucent look of the original Flubber.

By the way, the figure itself looks almost identical from this angle! :D

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Thanks :)

I was playing with layering, could not figure out how that works... I figured, if I set one of the shading layer parameters to layer attribute 1 and the other to 2, that it would work that way.. but it does not.. I am connecting the layer parameters to the surface position 'P' ...

Hah! .. it's my most complex model yet!

=)

--Carlos

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