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Looking for example of manipulating refraction ray data in surface shader!

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Fred_Blueroom
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Looking for example of manipulating refraction ray data in surface shader!

Hello!


Does anyone know of some example code where Arnold ray data is manipulated/altered in a surface shader?


I'd like to 'capture' the ray as it is hitting a transparent surface, change some of the attributes of the ray, and then set it free again! (If you love it, set it free!)

EDIT: Possibly by copying the ray data into a new ray.


Doe anyone know of example code or have some pointers for how I could start?


Cheers!



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