How did you achieve this look of cracks inside the object? Mapped refraction? I'm a blender newbie but some time ago I found this:http://agus3d.blogspot.com/2012/05/blender-cycles-ray-length-node-output.htmlThere is this Light Path node that, if I'm not mistaken, lets you control what happens to rays that interact with object - for example map the length of rays. Is this possible in Corona? Mappable absorption distance?
and my try with fog
Quote from: headoff on 2014-07-31, 22:48:54and my try with fogOk... But it's not really volumetrically thinner and thicker, just brighter and darker, right? Or does it mean the same? How did you do this, anyway?
It's a BOX as media for material 'FOG'.media BOX' with camera in it don't give the same result.
Quote from: headoff on 2014-08-01, 13:31:38It's a BOX as media for material 'FOG'.media BOX' with camera in it don't give the same result.What. So it is a box or global volume? I just wanted to know how you made it appear like there is volumetric noise in it.