But maybe close enough. If I feed the attenuation function with the distance travelled by the ray, it’s what we get, and if we look hard enough, the sticks get darker when they’re deeper and lighter when closer to the surface. // the test object is actually quite thick – take a look at the image on the right that shows another angle… and a reflection //
This is your basic tableware scale, though. I can’t seem to figure out the parameters for getting the same effect at pool scale (yeah, I still want to fake a volumetric water): the gradient is barely there; maybe it should be very low “volume” values and high “distance enhancer” values to work when it’s that huge. Or maybe it’s just wrong trying to test it with a single poly plane.