RE: depth pass with transparency

Date : Wed, 22 Mar 2006 11:26:05 +0100
To : <XSI(at)Softimage.COM>
From : "Schoenberger" <XSI(at)digidragon.de>
Subject : RE: depth pass with transparency

You have to use the BA_raylength instead of the XSI raylength.
Set it to "total raylength (with refl/refr)".


Holger Schönberger 
technical director
The day has 24 hours, if that does not suffice, I will take the night 

  |> Does ray length work like you want with sprites?  I've had 
  |> problems in 
  |> the past where the ray length as read by objects behind a 
  |> transparent 
  |> object are too "short" because they represent the distance 
  |> from the 
  |> transparent object to this object.  If that turns out to 
  |> be a problem 
  |> for you, you could read the intersection point and origin 
  |> vectors and 
  |> calculate the distance to the eye manually with a math 
  |> vector-scalar 
  |> node set to distance.


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