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>> No.783912 [View]
File: 676 KB, 1385x918, volume scatter.png [View same] [iqdb] [saucenao] [google]
783912

>>783842
The "Multiply" node in the middle is a "Math" node. Use it to control the density of the your fog. You want a multiply so that values at zero stay at zero, thus keeping your transparent edge. Use the sliders on the color ramp to adjust the fall off. Make sure the origin for your object is in the center of your verts, or the gradient may not map correctly. Hope this helps.
>>783850
>First off, an object needs to have volume to actually use volume shaders.
This is not true. See pic related. It can cause some strange behaviors (not shown), but it can work.
>>783858
It looks really nice. If you used a displacement modifier to procedurally subtly warp the chainlink part on the y axis (forward, backward), you could get an even more convincing result. Using a noise texture with a very large scale could help you out.

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