I'd like to be able to drive shaders with ray depth as well as ray type.
Is this possible with Octane's core?
From my research into OSL it is not possible.
Maybe there is another solution but the scenario I'm in is trying to rendering a tequilla bottle that has lots of lighting around it invisible from camera enabled, while also shooting the scene through a custom lens geometry that creates interesting effects. Once I place the peometry in front of camera I can now see all the physical lights that were once hidden because I'm viewing them through a refractive object.
Ray depth in shader workflow?
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB