How to Combine Volume and Surface Shader

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Is there a way to do this without duplicating the object? If I have a clear object like an ocean but I want it to have a uniform volume shader also. Is there a way to do this without duplicating the object and applying a water shader to one object and a uniform volume to the other?
The example I'm using specifically uses the principled shader with some solid and some transparent surface. I can't figure out how to have a volume shader inside the object.
There has to be a better way.
Edited by eschwab - July 27, 2020 15:15:30
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Yes, add the volume surface render property, and combine the surface and volume shaders with a switch based on the existence (non-zero) of dPdz.
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