Problem!!! - Surface Shader with transparancy


#1

while shading one of my models, i want to get “TRON” kinda look with glowing strips running across the costume.
My main idea is using a layered shader for combining the glowing material with the material for the rest of the costume.
The first thought that came to me was using Maya Surface Shader (which gives no shading whatsoever) with a little glow for the glowing parts. So i painted a black n white mask (indicating the glowing regions of the costume), and plugged it in the outTransparency of a Maya Surface Shader, so that only desired areas are shown n rest are masked out. To test things out, i assigned this surface shader to my model and rendered it. it seems as if the surface shader is not reacting predictably with the mask. i do have “Alpha is luminance” turned on.
Here’s the mask that i m using and its connection in hypershade and how my Surface Shader looks currently (screen left) and (on screen right) how i want it to behave, (although i’m not at all satisfied with this result as well, but just to give u ppl a rough idea i rendered the same shoe model without other color info, just the glowing part and finally a complete shoe render with a glowing blinn shader).

  [[img]http://s6.postimg.org/htr49vq4t/surface_shader_02.jpg[/img]](http://postimg.org/image/htr49vq4t/)        [[img]http://s6.postimg.org/6vfurp1jh/surface_shader_01.jpg[/img]](http://postimg.org/image/6vfurp1jh/)

Where Am i going wrong? wat m i missing…? how can i achieve the desired results…?
Any help wud b greatly appreciated. :slight_smile:
Thanx in advance, mates…


#2

If you’re using mental ray, one viable option may be the mia_Light_Surface shader. Plug this into the Additional Color slot of your mia_material_x, and it gives you separate controls for Color, Intensity, FG contribution, and Reflection contribution. Maybe this will help.

Here’s an old thread where we discussed this technique a bit, if you’re interested.