aracid Posted August 22, 2004 Share Posted August 22, 2004 hey all im basically trying to create a shader that the opacity is based on the surface normal, just like water. simple eh in houdini theres a vex_super material that does the exact thing i want, with the alpha para and perp. etc an example of this for those who are also using maya, it's just the sampler info node that does this. but im tryin to do this with my own shader so if anyone could just tell me how they do that, it would be great. btw, ive really tried, but my results are all the best aracid Quote Link to comment Share on other sites More sharing options...
edward Posted August 22, 2004 Share Posted August 22, 2004 Try looking at the code for the VEX Super Material SHOP. Right-click on it in the network editor and choose Type Properties. Then go to the VEX Code tab. Quote Link to comment Share on other sites More sharing options...
renderfox Posted August 23, 2004 Share Posted August 23, 2004 Basicly this done using dot product of N and -I. Both vectors must be normalized. To control falloff use pow function. So classic RMC glow shader looks like: opacity=pow(clamp(normalize(N).normalize(-I), 0, 1), falloff); clamp used for drop off backfaces Quote Link to comment Share on other sites More sharing options...
aracid Posted August 24, 2004 Author Share Posted August 24, 2004 hey there edward and renderfox thats exactly what i was looking for, and thanks for the vex code tip aswell. all the best aracid Quote Link to comment Share on other sites More sharing options...
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