The RT Glass shader produces a convincing light absorption effect. Is there a way to achieve this using the standard EI raytracing controls? I’ve tried mucking about with the Transmission settings and Raytrace Volume Transparency, but I don’t seem to be able to get what I want. Transmission scatters light based on volume and Volume Transparency just seems to make things more opaque, but what I’m after is the subtractive effect you see in a glass of red wine where the red becomes almost black. Ideally there’d be a simple Absorption Distance field to enter values into.
light absorption |
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