I'm trying to write a glass shader with an opacity based on the thickness of an object. I need the distance between the near point and the far point along the I vector, to ray march the opacity. But I don't know how to get the far point, I tried with the trace() fonction, but it only work when the object is opaque(not very useful in a glass shader) and I get some artfacts. I think it's possible because when using interior volume shader it's calculating those points. Is there any other way to get the lenght of a ray after it hit the backface ?
when you do glass in conjunction to raytracing you should be opaque, wat you do is you calculate the entire surfaces sum yourself.
Dont confuse meaning of a word with the maning of 3d computation, 3d is not real.
Yes , true. I will use the gather loop to get the tickness of an object.thanks.