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View Full Version : Fresnel Effect Variation


ahschmidt
08-26-2009, 05:38 PM
Hi all,

I have created a fresnel shader network in hypershade and I would like to see how to change the opacity values in different parts of the render. Here is what I have at the moment...

samplerInfo node -> (facing ratio to vCoord) -> ramp -> (vCoord to r,g,b transparency) -> blinn material.

This is awesome... the more the angle is perpendicular to the camera, the more transparent the surface is. Now, what I would like to be able to do is to affect how transparent the maximum transparency is. In other words I want to make sure that that trans is never over 20% for example. Any ideas how I could influence this through the network?

I am pretty new to the hypershade, shader networks, and nodes, so figuring out the above was very educational for me. Any advice would be vastly appreciated.

Supadiri
08-26-2009, 06:02 PM
The solution is super easy, just change the white value of the ramp to a grey color.
If you put a 20% grey you'll get a 20% amount of opacity.

Cya!

ahschmidt
08-26-2009, 06:17 PM
I see what I did wrong. I linked the vCoord of the ramp to the r,g,b vals of the end material. I needed to link the color output to the r,g,b vals instead.

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08-26-2009, 06:17 PM
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