I want to create a shader in cycles. A glass shader in which the transparency is determined by the thickness of the object. For example, if we look at Suzzane, her ears are thin, so a lot of light can go through, but her face is thick, so barely any light should go through. How do I do that? I can not find a “Ray length” attribute that would work that way…
The ray lenght is in the Input>>LightPath node. But keep in mind that this value is the length of the incoming ray. This means that the front face will give you the distance from were the ray is coming (camera or other surface), and only the backface will return the distance from inside the object.
You can also try to use volumetrics, which should be easier to setup.
also looks like SSS or even volumetric F(density )!
happy cl
Take a look at this: