Depth Fade node
Moderator: ChrisHekman
- joshuamkerr
- Posts: 60
- Joined: Thu Apr 15, 2021 7:25 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?
- ChrisHekman
- Posts: 1042
- Joined: Wed Jan 18, 2017 3:09 pm
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.
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.
- katenelson0909
- Posts: 1
- Joined: Wed Jan 18, 2023 4:11 am
Is there really no way to do this?backrooms
- ChrisHekman
- Posts: 1042
- Joined: Wed Jan 18, 2017 3:09 pm
at the moment no, currently there is only a workaround with the relative distance node.katenelson0909 wrote:Is there really no way to do this?backrooms