Depth Cue shader: exclude objects
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I modified the existing depth cue volume shaders in shader builder & shader mixer to get a different type of fall-off. That's all working fine. Now I would like to exclude the skydome from getting covered in fog.
According to the 3delight docs I have access to the end point of the volume ray, but is there any way to find out which object that point belongs to ? I.e. if it is hitting my skydome? Any way to associate IDs with objects perhaps?
http://www.3delight.com/en/uploads/docs/3delight/3delight_33.html#SEC125
Comments
I'm not sure how you assign ID in either Shader Mixer or Shader Builder, I only know it is available in most SSS shaders. It might possibly be just a string/integer variable, though. In any event the way I see it, you can either just hide the skydome and re-render, which however will move the scene far point closer and thus the depth cue will render differently; or, assign, in Builder, a Functions/Default/surface block to your sky dome then use an if-then in the depth cue shader to exclude surfaces that have the surface name you assigned to it. That means having a Shader Builder shader for your dome, which I am not sure is available anywhere. :-S