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This setup will add the transparent shader to itself when seen by the camera. To avoid excess fireflies, an emission shader is used for non-camera rays.

enter image description here
I used two transparent shaders in this case, but if you don't need to control them separately then only one is needed.

Result with three overlapping objects:

enter image description here

Note that with many overlapping objects you may need to increase the max number of Transparent bounces in Render settings > Light Paths to avoid getting black spots where there are more overlapping transparent surfaces than the specified number of bounces.

#Update

Update

With the new transparent depth output of the light path node, you can avoid getting black when you run out of transparent bounces. This setup will replace the transparent shaders with an emission shader when the max number of bounces is reached:

enter image description here

This way you can use lower numbers of transparent bounces and not have annoying black spots.


Original answer:

enter image description here

This will make the emission shader become brighter the longer a ray travels through the object:

enter image description here

However, this only works with a single object, so it doesn't look too good with many overlapping particles.

This setup will add the transparent shader to itself when seen by the camera. To avoid excess fireflies, an emission shader is used for non-camera rays.

enter image description here
I used two transparent shaders in this case, but if you don't need to control them separately then only one is needed.

Result with three overlapping objects:

enter image description here

Note that with many overlapping objects you may need to increase the max number of Transparent bounces in Render settings > Light Paths to avoid getting black spots where there are more overlapping transparent surfaces than the specified number of bounces.

#Update

With the new transparent depth output of the light path node, you can avoid getting black when you run out of transparent bounces. This setup will replace the transparent shaders with an emission shader when the max number of bounces is reached:

enter image description here

This way you can use lower numbers of transparent bounces and not have annoying black spots.


Original answer:

enter image description here

This will make the emission shader become brighter the longer a ray travels through the object:

enter image description here

However, this only works with a single object, so it doesn't look too good with many overlapping particles.

This setup will add the transparent shader to itself when seen by the camera. To avoid excess fireflies, an emission shader is used for non-camera rays.

enter image description here
I used two transparent shaders in this case, but if you don't need to control them separately then only one is needed.

Result with three overlapping objects:

enter image description here

Note that with many overlapping objects you may need to increase the max number of Transparent bounces in Render settings > Light Paths to avoid getting black spots where there are more overlapping transparent surfaces than the specified number of bounces.

Update

With the new transparent depth output of the light path node, you can avoid getting black when you run out of transparent bounces. This setup will replace the transparent shaders with an emission shader when the max number of bounces is reached:

enter image description here

This way you can use lower numbers of transparent bounces and not have annoying black spots.


Original answer:

enter image description here

This will make the emission shader become brighter the longer a ray travels through the object:

enter image description here

However, this only works with a single object, so it doesn't look too good with many overlapping particles.

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gandalf3
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You could try a node setup like this:

enter image description here

This setup will makeadd the emissiontransparent shader become brighter the longer a ray travels throughto itself when seen by the object:camera. To avoid excess fireflies, an emission shader is used for non-camera rays.

enter image description hereenter image description here
I used two transparent shaders in this case, but if you don't need to control them separately then only one is needed.

However, this only works with a single object, it doesn't look so goodResult with particles.

An alternative isthree overlapping objects:

enter image description hereenter image description here

By addingNote that with many overlapping objects you may need to increase the transparent shadermax number of Transparent bounces in Render settings > Light Paths to itself:

enter image description hereavoid getting black spots where there are more overlapping transparent surfaces than the specified number of bounces.

#Update

With the new transparent depth output of the light path node, you can avoid getting black when you run out of transparent bounces, instead replacing. This setup will replace the transparent shaders with an emission shader when the max number of bounces is reached:

enter image description here

This way you can get away withuse lower numbers of transparent bounces, and not have annoying black spots.


Original answer:

enter image description here

This will make the emission shader become brighter the longer a ray travels through the object:

enter image description here

However, this only works with a single object, so it doesn't look too good with many overlapping particles.

You could try a node setup like this:

enter image description here

This will make the emission shader become brighter the longer a ray travels through the object:

enter image description here

However, this only works with a single object, it doesn't look so good with particles.

An alternative is:

enter image description here

By adding the transparent shader to itself:

enter image description here

#Update

With the new transparent depth output of the light path node, you can avoid getting black when you run out of transparent bounces, instead replacing the transparent shaders with an emission shader:

enter image description here

This way you can get away with lower transparent bounces, and not have annoying black spots.

This setup will add the transparent shader to itself when seen by the camera. To avoid excess fireflies, an emission shader is used for non-camera rays.

enter image description here
I used two transparent shaders in this case, but if you don't need to control them separately then only one is needed.

Result with three overlapping objects:

enter image description here

Note that with many overlapping objects you may need to increase the max number of Transparent bounces in Render settings > Light Paths to avoid getting black spots where there are more overlapping transparent surfaces than the specified number of bounces.

#Update

With the new transparent depth output of the light path node, you can avoid getting black when you run out of transparent bounces. This setup will replace the transparent shaders with an emission shader when the max number of bounces is reached:

enter image description here

This way you can use lower numbers of transparent bounces and not have annoying black spots.


Original answer:

enter image description here

This will make the emission shader become brighter the longer a ray travels through the object:

enter image description here

However, this only works with a single object, so it doesn't look too good with many overlapping particles.

added 393 characters in body
Source Link
gandalf3
  • 159.3k
  • 62
  • 622
  • 1.2k

You could try a node setup like this:

enter image description here

This will make the emission shader become brighter the longer a ray travels through the object:

enter image description here

However, this only works with a single object, it doesn't look so good with particles.

An alternative is:

enter image description here

By adding the transparent shader to itself:

enter image description here

#Update

With the new transparent depth output of the light path node, you can avoid getting black when you run out of transparent bounces, instead replacing the transparent shaders with an emission shader:

enter image description here

This way you can get away with lower transparent bounces, and not have annoying black spots.

You could try a node setup like this:

enter image description here

This will make the emission shader become brighter the longer a ray travels through the object:

enter image description here

However, this only works with a single object, it doesn't look so good with particles.

An alternative is:

enter image description here

By adding the transparent shader to itself:

enter image description here

You could try a node setup like this:

enter image description here

This will make the emission shader become brighter the longer a ray travels through the object:

enter image description here

However, this only works with a single object, it doesn't look so good with particles.

An alternative is:

enter image description here

By adding the transparent shader to itself:

enter image description here

#Update

With the new transparent depth output of the light path node, you can avoid getting black when you run out of transparent bounces, instead replacing the transparent shaders with an emission shader:

enter image description here

This way you can get away with lower transparent bounces, and not have annoying black spots.

added 236 characters in body
Source Link
gandalf3
  • 159.3k
  • 62
  • 622
  • 1.2k
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Source Link
gandalf3
  • 159.3k
  • 62
  • 622
  • 1.2k
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