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Fresnel
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10-08-2016
02:34 AM
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I made a basic fresnel type shader by plugging an sampler info node's facing ratio into a ramp into the color and transparency of a blinn shader.
In the example, I want one sphere to show from behind the other sphere with both using this new shader. Unfortunately when I render, it looks like the spheres are still opaque, and I'm not getting the X-ray type effect I want where the spheres overlap.
question 1: how can I get the fresnel effect here with only that effect rendered and letting anything behind the sphere show through?
question 2: afterwards, how can i make the material glow?