nodes and render paths
Posted: Mon Aug 21, 2017 1:14 pm
i`m having some problems with using the depth fade node interacting with another ase shader
when the light model of the ase shader behind the surface shader geometry using a depth fade node , is set to unlit, it does not interact with the other shader.
setting the background (skin) shader to another light model causes intermittent frames of the standard light model to be drawn over the calculated lighting i made and set to the emission.
i am ultimately hoping to use this shader on the tear line of the eyes. which currently uses several offset grab colour nodes to create a blur, but i am trying to use the depth fade node to reduce the blurring as it gets closer to the surface of the eye.
when the light model of the ase shader behind the surface shader geometry using a depth fade node , is set to unlit, it does not interact with the other shader.
setting the background (skin) shader to another light model causes intermittent frames of the standard light model to be drawn over the calculated lighting i made and set to the emission.
i am ultimately hoping to use this shader on the tear line of the eyes. which currently uses several offset grab colour nodes to create a blur, but i am trying to use the depth fade node to reduce the blurring as it gets closer to the surface of the eye.