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coccosoids



Joined: 12 Dec 2011
Posts: 2

PostPosted: Mon Dec 12, 2011 10:00 pm    Post subject: How do I... Reply with quote

Hi forum!

Ummmmm... quick question! How do I use the raylenght shader to fake scattering through a volumetric object? It says in the docs it can be used that way but I have no idea where to begin.

Thanks!

⁄edit

And specifically how can I use it with the MIA shader?
I have to mention I am using maya.
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schoenberger
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Joined: 02 Mar 2005
Posts: 3786

PostPosted: Mon Dec 12, 2011 10:22 pm    Post subject: Reply with quote

Hi

Which part of the documentation do you refer to?
There is no scatter mentioned in the raylength help.

You do not mean the bruteforSSS shader.
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Holger Schönberger
Binary Alchemy - digital materialization
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coccosoids



Joined: 12 Dec 2011
Posts: 2

PostPosted: Mon Dec 12, 2011 11:21 pm    Post subject: Reply with quote

Hi,

I was refering to the text highlighted in the screenshot. But... now that I think about it, I don't know if it can be used to build a shader that does pseudo 'scattering' a la (true) parti volume or similar. I was hoping to drive the transparency of a shader by having it more transparent where the ray is shorter and more opaque where the ray is longer. Am I making sense?

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schoenberger
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Joined: 02 Mar 2005
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PostPosted: Tue Dec 13, 2011 12:29 am    Post subject: Reply with quote

Yes, that is possible.
But not Scattering. Scattering is light going around egges, getteing blurred.

Just put the shader first into the default color port.
Tweak it that you get something you like (of course it is black/white)
Disconnect it.
Connect it into the transparency map of your shader.
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