Recently I’ve had to deal with a situation in Redshift and now I’m wondering how to do the same thing with Cycles.
I have an object and I want to reduce the alpha value. When I do so, any internal geometry is still visible whereas what I need is to see only the outer geometry. It’s basically like having a layer in Photoshop and simply reducing its opacity.
I’m sure there’s a way to do it in Cycles. Maybe with a light path node?
Okay, this is easy. In EEVEE set transparent under Film. In Compositor add an invert node in the alpha slot and connect it to viewer and composite. Then set your favorite gray with the factor slider.
I wrote this shader some years ago that might be usefull in this situation.
Note that the back part of the object will also be rendered, just what’s inside the object won’t.
What do you mean by ‘alpha’? are you dealing with transparent shaders or refractive shaders?
Anyway, that script might work with transparent shaders as well…
Another thing you could do, is to set something like:
If Transparent ray * ray depth > 0, then full transparent; else your default transparent shader.
Something like the setup that @PyBlend posted… with a minor correction: the second value in the Math:GreaterThan node, should be 0.
If it’s 1, then the geometry right under the visible surface will also be rendered.
I’ve been trying to do something similar to create a shader for a Ghost in a scene I’m working on, @PyBlend method works perfectly, except that I’m trying to create this effect in Eevee.
Does anyone know how you could possibly adapt this to work, as Transparent Depth doesn’t work with Eeevee, is there a way of faking it?