Ray depth in shader workflow?
Posted: Wed Oct 15, 2025 4:27 pm
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.
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.