Note, I misunderstood the first question, thought it was about light through glass-like materials lighting other objects.
The particular case you linked to isn’t yet implemented, but if Brian says he can do it in Blender Cycles then it is a matter of writing the proper shader graph and it’d be in RhinoCycles.
edit: tried quickly in Blender Cycles. It is just a matter of mixing a translucent BSDF, which results in:
I still need to wrap that particular node, but that’s a matter of 5 minutes. Eventually I can see there’ll be a material with the translucency node, a (DEV) version I could add also in short time, but such materials (currently all Cycles custom materials in Rhino) are for development, and shouldn’t be relied since they’re for test usage mostly.
edit: wrapped and a test material added, I’ll update soon with some visuals.
That is great ! Thanks for the answers, insight and examples. If it will not be implemented in Rhino in time for my project, I will see how much I can achieve in Blender. (good reason to explore blender a little more)
I’ve committed this morning code that adds a test material with translucency.
This video shows both the transparency with lighting of objects behind objects with transparent material, and as a bonus the (developer) translucency material - this should be in any next build (and as another reminder: this is not a final material, but might help you “experimenting” with it for now).
Note though that I accidentally broke the glass and gem meta materials, making such materials by hand still works though.
[quote=“Willem, post:7, topic:19277, full:true”]
Awesome! I really appreciate your quick response and getting this implemented.
Remind me how often is the WIP updated agian? Is it something to expect implemented in the next 2 weeks?[/quote]
If no stop-ship bugs are reported I suppose next Tuesday
Cool! Exactly what I earlier posted, and also implemented 30 minutes after that