Cutout Opacity and Facing Ratio problem with transmission scattering
I've been trying to create an atmosphere for a planet in c4dtoa and have gone from dead end to dead end on my goal of feathering out the atmosphere instead of having a harsh unrealistic edge, as the tutorial on the documentation shows.
My latest approach *should* work, but now I'm dealing with a problem of trying to use cutout opacity as a shader "opacity mask". The goal is to use a facing ratio to feather the shader out on the edges, but as you can see, the transmission scattering DOES NOT LIKE that. To illustrate my problem, I've simply connected a RGB ramp to the Opacity Cutout and turned the transmission to 0.5. You can see the result: the shader fades the opacity part of the shader, but the transmission has a harsh stop. Moving the ramp changes the fade on the shaders opacity, but the transmission only seems to want a 1 or 0 as it harshly stops. Btw I have tried this with Opaque both ticked and unticked and I get the same results.
I'm wondering is there another way to fade the shader out as a whole instead of the gimmick cutout opacity? Here's a link to the tutorial I am trying to follow, except its in nuke which apparently has a real Opacity mask...
(https://drive.google.com/file/d/1vpvFwhwDqX1Je0zhzAKDM9bY_NOKbPny/view)