Say that I have a thousand spheres, one occluding the other, with a semitransparent shader on, Is there any way of applying a blending mode, like screen or multiply on the intersection at rendertime? Im rahter new in Softimage and Im not really sure were to start looking. Ive checked around on different shader and output shaders and what not, but cant seem to find anything that seems like what Im looking for. Any ideas if this can be done?
Thanks!
Rendertime ColorBlending modes with geomtry
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Mathaeus
- Posts: 1778
- Joined: 08 Jun 2009, 19:11
- Location: Zagreb, Croatia
Re: Rendertime ColorBlending modes with geomtry
hello,
you can go with mix 2 colors, one color is opaque Lambert or whatever, another is transparent and colored Constant.
Or even plain color_math_basic, using the same combo. Of course both applies to all intersections, let's say it's usable for "burning" particle sprites, or hair.
you can go with mix 2 colors, one color is opaque Lambert or whatever, another is transparent and colored Constant.
Or even plain color_math_basic, using the same combo. Of course both applies to all intersections, let's say it's usable for "burning" particle sprites, or hair.