[Sidefx-houdini-list] Smart Transparencies

Peter Robbinson probbins at sympatico.ca
Mon Jan 28 12:58:30 EST 2008

I'm sure there must be a way to probe the space directly in a shader to 
get what you want, but I'm not
up on shader writing.
On the geometry side though, perhaps you can parent a null to the camera 
and in the null object use a ray
sop to probe the space and either cull the particles based on hit 
distance or perhaps turn on Import Attributes of Hits and use
some value in there.


gravatar at gravatonia.com wrote:
> Alrighty guys,
>     I may just be having trouble thinking outside the box on this one.  I
> have an almost transparent shader with a slight emission value on a fairly
> complex particle system.  For the most part it does what it is supposed to,
> but at certain angles and lighting situation, it has a tendency to block
> out if too many surfaces overlap each other.   Can any of y'all think of a
> way either, a. put a maximum on the number of surfaces the camera can see
> through like you can reduce the number of reflections and refraction in
> raytracing or b. a way for the transparency value to halve each time the
> camera sees through the surface so that the rgb value of the pixel never
> actually reachs maximum.  I appreciate the help.
> Grav
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