by 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.