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Any way for a material to ignore another instance of itself after the pixel first hits it?
I'm taking another stab at creating hair made out of mesh geometry. It occurred to me that I could do it much faster if I didn't have to explicitly control the density of each strand to avoid inconsistency.
Using MR, does anybody know a way for a material to ignore other instanced of it seen through itself? For example I have 2 planes that are semi infront of each other and use checker map for opacity, naturally I'd see 50% coverage when the materials are not overlapping and ~75% coverage when they are (depending on the specifics of the overlap). What I want is that when they overlap, I only see the frontmost object and the one behind is ignored for the extent of the overlap.
read 231 times
1/21/2015 9:34:12 PM (last edit: 1/21/2015 9:34:12 PM)
There used to be a custom shader for this that had a setting of render depth, but I can't for the life of me find it or remember where it came from.
I'll have a fiddle, see if I can find out how it was done.
read 229 times
1/21/2015 10:02:17 PM (last edit: 1/21/2015 10:02:17 PM)
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