Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 19-10-2003 , 10:22 AM
sporktine's Avatar
Subscriber
Join Date: May 2003
Posts: 12

Rendering - Creating a camera facing shader

I'm trying to create a nice planet with good atmosphere. I've made three concentric spheres, the smallest a planet skin, the next two slightly bigger than the last and i intend them to have camera facing shaders, so that the atmosphere is thickest around teh edges. I had managed this once in 4.0 but forgot how I did it. I'm in 5 now and a bit fuzzy on the use of render nodes for this. Any ideas?

Thanks..

user added image

# 2 19-10-2003 , 10:29 AM
kbrown's Avatar
Moderator
Join Date: Sep 2002
Location: London, UK
Posts: 3,198
You could use the Sampler Info node for this. Use it's facing ratio to control a Ramp's V coordinate and then the Ramp's color to control the shader's Transparency. Can't check right now but you may need to add a Set Range node between the Sampler Info and the Ramp to scale the facing ratio to 0 - 1 (it's -1 to 1 by default if i remember correct).


Kari
- My Website
- My IMDB

Do a lot, Fail a lot and Learn a lot!
# 3 19-10-2003 , 10:30 AM
sporktine's Avatar
Subscriber
Join Date: May 2003
Posts: 12

durr

found it...

Map Transparency to a Sampler Info node, using Facing Ration connected to Transparency-RGB.

thx anyway

user added image

# 4 19-10-2003 , 08:00 PM
sporktine's Avatar
Subscriber
Join Date: May 2003
Posts: 12
wow, yours is a better solution, am checking it out. thanks!

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads