Shader Mixer Translucence node

meipemeipe Posts: 101
edited December 1969 in Technical Help (nuts n bolts)

Hi there,

Sorry if I start another shader discussion in such a short time, but I wondered if anyone knows how to use the Translucence node... The only reference I found is the online documentation saying, well, that the node exists. There is one Color and one Normal in the input... ??? I should have expected some value to control the amount, plugging the incoming color, and having the result as an output, but the logic must be different. Thanks! :)

Comments

  • almahiedraalmahiedra Posts: 1,352
    edited December 1969

    Adding a Nf variable after unhide the hide parameter.

    tras.png
    1729 x 730 - 239K
  • almahiedraalmahiedra Posts: 1,352
    edited April 2015

    Use color in translucense for control amount and color in surface for color. It should be color because you can use an image for non-uniform amount of traslucense.

    Post edited by almahiedra on
  • millighostmillighost Posts: 261
    edited December 1969

    meipe said:
    Hi there,

    Sorry if I start another shader discussion in such a short time, but I wondered if anyone knows how to use the Translucence node... The only reference I found is the online documentation saying, well, that the node exists. There is one Color and one Normal in the input... ??? I should have expected some value to control the amount, plugging the incoming color, and having the result as an output, but the logic must be different. Thanks! :)


    It is basically a diffuse with a reversed normal. Use it to light one-sided polygons from the backside, like leaves, shadow plays and such. Image: Translucency brick only with a shadow casting light from the back.
    translucentbg.png
    300 x 300 - 92K
  • meipemeipe Posts: 101
    edited December 1969

    gilikshe said:
    Use color in translucense for control amount and color in surface for color. It should be color because you can use an image for non-uniform amount of traslucense.

    Thanks! :)

  • meipemeipe Posts: 101
    edited December 1969

    meipe said:
    Hi there,

    Sorry if I start another shader discussion in such a short time, but I wondered if anyone knows how to use the Translucence node... The only reference I found is the online documentation saying, well, that the node exists. There is one Color and one Normal in the input... ??? I should have expected some value to control the amount, plugging the incoming color, and having the result as an output, but the logic must be different. Thanks! :)


    It is basically a diffuse with a reversed normal. Use it to light one-sided polygons from the backside, like leaves, shadow plays and such. Image: Translucency brick only with a shadow casting light from the back.

    Thanks! So basically it does for planes what SSS do for volumes; but maybe on thick tropical leaves, light scatters a little sideways.

  • Richard HaseltineRichard Haseltine Posts: 100,950
    edited December 1969

    meipe said:
    meipe said:
    Hi there,

    Sorry if I start another shader discussion in such a short time, but I wondered if anyone knows how to use the Translucence node... The only reference I found is the online documentation saying, well, that the node exists. There is one Color and one Normal in the input... ??? I should have expected some value to control the amount, plugging the incoming color, and having the result as an output, but the logic must be different. Thanks! :)


    It is basically a diffuse with a reversed normal. Use it to light one-sided polygons from the backside, like leaves, shadow plays and such. Image: Translucency brick only with a shadow casting light from the back.

    Thanks! So basically it does for planes what SSS do for volumes; but maybe on thick tropical leaves, light scatters a little sideways.

    It shows the light that is falling on the other side of the surface. If the surface is part of a solid model then no light will reach the back of the inner surfaces, so there will be no effect.

  • meipemeipe Posts: 101
    edited December 1969

    It shows the light that is falling on the other side of the surface. If the surface is part of a solid model then no light will reach the back of the inner surfaces, so there will be no effect.

    Superthanks!

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