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layering transparency maps in a shader

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Christopher Garland
layering transparency maps in a shader
on Aug 13, 2008 at 4:28:09 am

Hey all,

I'm trying to create an atmosphere shader for a planet. As usual, the atmosphere is a sphere that's just slightly larger than the planet sphere inside.

The shader is to have a cloud map. My problem is that I need a tranparency map to matte out the areas between the clouds, but I also need to map a ramp texture transparency map onto the facing ratio so that the clouds fall off to complete transparency at the edge of the planet, but I can't seem to figure out how to have both transparency maps exist at the same time. I've tried a layered shader, with the "falling off at the edge" transparency in first position, but it didn't have the effect I was hoping for, which was making everything go completely transparent at the edge.

Please help. Planets with hard edges just don't look real.

Thanks in Advance.

Chris Garland

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Alvaro Castaneda
Re: layering transparency maps in a shader
on Aug 16, 2008 at 5:41:44 am

you can chain connect nodes using the color gain, something like using the facing ratio to drive a ramp node and in the color gain plug the other shader you need. or you can use 2 spheres, one for the outer part and one for the inner parts.

varomix - pixelEater

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