Hi, everyone
How can I make shader like this ?
In all examples of postprocessing does not mention this shader
Hi, everyone
How can I make shader like this ?
Iām afraid there is no example yet that demonstrates how to implement see-through, volumetric liquids.
There is a transluceny demo however it has no refractive components.
The refraction demo based on THREE.Refractor
only works for flat surfaces.
The examples are limited.
Are you sure the demo really does any volumetric rendering or refraction? Edit: Sorry, you are right. There clearly is some refraction going on near the top. Maybe an environment map from a local cubecamera will help.
If I were to try to replicate this look, I would experiment with one transparent and shiny material for the inside of the shell of the volume and one for the outside (and possibly an extra shader for postprocessing/blurring), and try to exploit the knowledge of the geometry (easiest with a simple geometry like a pure cylinder) to get some cheap effects (e.g. depth-dependent fog effect).