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?