Depth Fade node

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Depth Fade node

Postby joshuamkerr » Thu Jul 07, 2022 11:45 am

joshuamkerr Thu Jul 07, 2022 11:45 am
Hi, I've been trying to set up some fog cards on planes within my scene but noticed that the depth fade node doesnt work with octane. Is this something you will be looking to implement?
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Re: Depth Fade node

Postby ChrisHekman » Mon Jul 11, 2022 11:49 am

ChrisHekman Mon Jul 11, 2022 11:49 am
There is currently no way to implement this in octane.
Depthfade is an unreal node that depends on how rasterizers do translucency.
In a rasterizer, translucent objects are drawn after solid ones, which means you can do a depth test on the solid geometry behind the translucent object.

In a pathtracer I would need to emit another ray to detect what is behind the translucent object in order to figure out the "depth". This is currently not possible in octane.
You can kinda do it with the Octane "relative distance" node, however this checks for the closest surface, and not depth. Maybe it is possible to get the effect you want with an octane material.
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Re: Depth Fade node

Postby katenelson0909 » Wed Jan 18, 2023 4:19 am

katenelson0909 Wed Jan 18, 2023 4:19 am
Is there really no way to do this?backrooms
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Re: Depth Fade node

Postby ChrisHekman » Wed Jan 18, 2023 2:38 pm

ChrisHekman Wed Jan 18, 2023 2:38 pm
katenelson0909 wrote:Is there really no way to do this?backrooms


at the moment no, currently there is only a workaround with the relative distance node.
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