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hlinldey
05-28-2005, 07:55 PM
Hi, I have a shading map applied to an object with a black/white ramp (interpolation: none) connected to the shading map color. This gives me a nice toon like effect where the shadowed areas are solid black and the lit areas are solid white with no gradation between them. My question is, how would i set this shader up so that the white part is transparent and the black part is opaque? I've tried to plug a material into the white color on the ramp and change it's opacity and matte opacity, but the object just renders out all black and doesnt give me an alpha channel. I've also tried to plug a use background shader into the white color. maybe i just dont understand shading maps?

I would like to create a shader that has hard-edged opaque shading in the shadow areas and be transparent (alpha channel) for the lit areas of the object for use in compositing or a layered shader. thanks in advance for any help for my noobish questions!

rollmops
05-30-2005, 02:35 PM
Hi Hlinldey,

You may just connect the outalpha from your ramp to the mat opacityGain of your shader.
But you'll get the oposite result as you were excpecting.
So now you have to pass trough a reverse node.
like this http://img11.echo.cx/img11/6466/matop8ts.jpg

hlinldey
05-30-2005, 03:14 PM
Thanks! I will give it a try.

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