SF 1.38 introduced a UV input for Scene Depth , so it's now possible to "easily" mask the refraction to avoid some artifacts.
without depth mask, objects in front is refracted
with depth mask, objects in front is not refracted
While there are still some small artifacts, it's way less noticeable than before.
First we need to get a corrected UV, since the refraction will distort the default Screen Position :
To do that, just subtract the refraction from the scene uv
Now we will make 2 different masks, one with refraction and one without:
And finally, we blend our refracted and non refracted transparency, using the mask:
But nothing is perfect, since we can't use the Opacity output, we have to do the blend manually to get the expected result.
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