a simple particle cloud fake


I am fairly new to shading and I am trying to create a simple shader that is trasparent around its sides… in other words, a sphere would look like a particle cloud. I am doing this in an attempt to understand some shader nodes.

I have created a samplerInfo node. Going out the rayDirection into a uCoord of a ramp. And then out of the outColor and into the surface transparency.

This seems to work somewhat but what I get is a black outline on my sphere?? Can someone explain this?


Try applying a cloud shader to a sphere.


got it… I needed to also connect the vCoord… AND up the tesselation.


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