If I ever get around to running a Ventrilo server again, you might kinda get that chance. You might a glimpse into my methods and thinking beyond what I babble about in these parts.
Minor Update
My approach is good, but flawed because of the overlapping mesh parts. I knew overlapping was a problem, but I just didn't realize that I was perpetrating it. Technical thinking and wisdom don't always go hand-n-hand. I freely admit it. Heh.
I've got the various parts for the shader built.
1. A true object z-depth surface shader. Not based on true viewing angle as it is kind of baked in. That is, you can change viewing angle and the shader doesn't follow unless you tell it to. So, you can actually have object z-depth based on angles other than viewing. Pretty neat trick.
2. Opacity based on #1. Toss shader #1 into opacity, tweak, and you can "slice" the object.
3. Opacity based on camera/lighting combo rig. With this, you can render out the hidden parts of the mesh due to overlapping. If one part of a mesh is hidden behind another part of the mesh, this will render just the hidden parts.
4. Radial opacity kinda. Bah.
For the vase, I'm going to have to use all of that, plus a few more tricks, to do four very specific renders. Then it's off to PS to slap them together for a final translucency map. I would ilke to just do some sloppy renders and then kind of free-style it, but my technical side is over-riding my creative side. I'll be sure to include some quick, non-technical renders for you folks that prefer to free-style it.
Ugh!
I don't know how or why this happens to me. I'll take the simpliest of ideas and end up in the most bizarre places. I might have to start taking more complete notes so the world will know my true genius after I'm gone. Bwahahaha!
As Daffy Duck said, "It's mine! Mine! Mine! It's all mine!"