is there a way to get transparency to respond to camera (or normal) angle?

pencilsmudgepencilsmudge Posts: 0
edited December 1969 in DAZ Studio Discussion

Been playing with the ubersurface. As all fabric has thickness, transparency depends on the angle at which it is viewed. Anyone have a quick way of achieving this?

Comments

  • JaderailJaderail Posts: 0
    edited December 1969

    I'm not sure this can be achived in DS. Most Items in 3D are only a single mesh thick with a texture map then applied to that surface. You can play with the Opacity setting for an items Surface in the Surfaces tab but I'm not sure you can get the effect you are looking for.

  • AscaniaAscania Posts: 0
    edited December 1969

    Have look in the Shader Builder for a Fresnel brick.

    Don't have on this computer, so I can't say whether DS actually has one or not. It should, though. The thing is dead useful.

  • PendraiaPendraia Posts: 2,522
    edited December 1969

    Ascania said:
    Have look in the Shader Builder for a Fresnel brick.

    Don't have on this computer, so I can't say whether DS actually has one or not. It should, though. The thing is dead useful.

    I don't know about Shader Builder but there is a fresnel brick in Shader Mixer under Raytracing.

  • pencilsmudgepencilsmudge Posts: 0
    edited December 1969

    ok will look into that. Fresnel is for reflections, so if I can link that somehow to opacity I'm set!

  • AscaniaAscania Posts: 0
    edited December 1969

    Pendraia said:
    I don't know about Shader Builder but there is a fresnel brick in Shader Mixer under Raytracing.


    Or there.

  • ReDaveReDave Posts: 815
    edited December 1969

    While Fresnel brick is the correct idea, the Fresnel brick in Shader Mixer is not newbie friendly (where do I plug the output vectors?). I'd use the Lighting/Diffuse/Diffuse brick instead. If you have a main light coming from the camera position and leave the default colour on it (white) you'll get as a result of the brick, the cosine of the angle between camera and surface reflection angle, i.e. 1 (AKA white) if surface is pointing towards camera, and 0 or black if surface is orthogonal to camera ray.

  • Oom FooyatOom Fooyat Posts: 0
    edited December 1969

    What's wrong with the Edge Blend-brick?
    Cheers! Oom

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  • Oom FooyatOom Fooyat Posts: 0
    edited December 1969

    Improved version.

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  • Oom FooyatOom Fooyat Posts: 0
    edited December 1969

    I was not completely happy with that one either. You must boost white so it "clips".
    Sorry for the rambling :red:

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  • ReDaveReDave Posts: 815
    edited December 1969

    Oh, yes, good idea!

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