I wanna to know if there is a in-built alpha blending in optix.
In this thread https://devtalk.nvidia.com/default/topic/833397/optix-alpha-merge-with-opengl/
You could even generate an opacity value along rays which only pass through transparent objects before hitting the miss shader, which would allow to blend them over the background.
So, i wonder if i set the result color as (1,1,1,0) in prd_radiance back , will the ray still trace and and blend current result and next hit’s result back?
The motivation comes from volume rendering’s ordered compositing problem.
So can anybody give me some hints about how to do efficient volume rendering ? Or the solution on alpha blending.
I know rtIgnoreIntersection() can be used in any-hit but not closest hit, but any-hit is almost unordered.