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gandalf3
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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.

gandalf3
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