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> how about making pigment transparency dynamic based on the distance the ray
> travels through the object, or are fogs intended for this function?
>
>
The easiest way, and fastest to render, is to use fading (fade_distance,
fade_power and fade_color) as Warp stated.
This will not realy obscure what is behind the object, just tint it.
You can also fill the object with some scattering media. It will
significantly increase the render time, but will allow you to have
non-uniform absorbtion. To enable an object to contain media, you need
to add "hollow" to that object.
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