Hey all,
I have a question regarding assets in the waterline where the water shader contains transmission scattering. It's basically the ocean (in terms of water shading) Where objects would fade away at a certain depth due to the scattering.
I know about the LPE's in terms of creating AOV's for the transmitted part of the asset under the water for control in comp, but my question comes in with scattering in the equation.
Am I right in saying that it's not possible to get control over all the usual AOV's (direct diffuse/spec etc.) for the asset under the water because it would need the scattering in order to be accurate?
Maybe to explain this in another way:
LPE: C<TS><RD>L would contain the direct diffuse of the asset under the water, except with no scattering. Which would make the effect of this AOV when comped technically inaccurate (you'd grade parts that should be invisible due to the scattering). When adding the scattering, you'll get scattering for all of the water. (similar to the built-in transmission AOV)
Does anyone have any ideas on how to rebuild the asset from the AOV's while matching the beauty with scattering?
I guess the scattering being more of a "volume" effect would make it hard to just contain that solely over the object in the water.
Would it be possible to split out the scattering effect to comp over the other "unscattered" aov's?
Thanks in advance,
Andrew