Holger's Ray_Length shader does exactly that.
http://binaryalchemy.de/index_dev.htm
Ray Length:
This shader returns various ray lengths.
- total ray length from the camera to the surface, including reflections
and refractions.
- next raylength (thickness), refractive or reflective.
- Occlusion inverted occlusion (Edge).
It supports transparencies in objects.
Adam Sale wrote:
trying to come up with a shader network that allows occlusion to work
with an alpha mapped grid of a grass texture..
I can get the alpha cutout and the occlusion working properly on the
grass, but the grid itself casts occlusion onto a ground plane, and
the occlusion shape being cast is of the grid , not of the alpha
grassblades itself... occlusion is essentially ignoring the alpha..
any tips on getting these to work together?
thanks all
Adam
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