Opacity Based on Point of View
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Greetings. I'm a new user and I'm having trouble setting up a shader that changes opacity based on the point of view.
My idea is to have a smooth scale of opacity where there's 100% opacity when the geometry's normal is parallel to the viewer and 0% opacity when it's perpendicular.
Thank you.
Comments
Iray or 3Delight? In 3delight you can take a dot product of the eye vectore, normalised, and the normal itself and use its value as a controller (it mioght work to multiply by -1 and feed into the opacity value).
I'm using Iray. Is there an equivalent to this eye vector for Iray on the Shader Mixer?
Thank you.
I have yet to find a way to do this, and I've been looking for 2 years.
If you figure it out, please let us know. ;)
lf, I see you tried to restate your question on another thread, which Richard immediately closed to prevent duplicate threads.
That's probably frustrating, but one thing you can do is look for the gear icon that shows up on the line with your title at the top of this thread. Click on it, then on "Options," and you can edit the first post--and more importantly, you can change its title to reflect the restatement you feel will get more attention for your question.
Good luck! I can't answer your question either, but I hope someone can. Backface culling would help us get a decent ghost shader for Iray.
I'm interested too. In nature it's achieved by nanoscale 'plates'/planes or crystals lined up in a certain direction, but how that would be achieved with 2 dimensional maps I can't imagine. If Richard hasn't got the answer I don't know who would.
By the way. If you get it solved. Please do post the answer here and mark your thread as Solved. I do that by editing the subject line with '[Solved]' in the manner that Inkubo explained.
Way back when Iray first came out in DS, I explored this and I don't believe so:
https://www.daz3d.com/forums/discussion/107461/iray-single-sided-faces
- Greg