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>> No.605590 [View]
File: 269 KB, 800x394, 1513381452038.gif [View same] [iqdb] [saucenao] [google]
605590

Lets have a thread about shaders

I have a model and I want to make it so the geometry outlines of the underlying torso/bra mesh show through the shirt, but not the underlying mesh itself. I also dont want the outlines of the shirt itself showing through (I have these on their own material). Preferably with the opacity of the outlines showing through being adjustable.

How would I accomplish this with Blender Cycles' shaders? I'm trying to accomplish a pseudo-translucency effect without actually making the top transparent.. Image related to show what I want to show through.

>> No.601003 [View]

>>601002
>I don't get that attitude ))

I just dont post it much is all lol and when i do it's in small art circles, not very public

>> No.600990 [View]
File: 704 KB, 2220x878, wires i guess.png [View same] [iqdb] [saucenao] [google]
600990

>>600985
i dont usually share my work much, idk if you wanted transparent wires or not

>> No.600982 [View]

>>600977
100%!

>> No.600972 [View]
File: 252 KB, 1500x500, skaters.png [View same] [iqdb] [saucenao] [google]
600972

3 'wip' skater characters

all that's really left is getting the faces drawn then they're game-ready p much

>> No.600967 [View]
File: 67 KB, 1200x627, 3082464-zelda-breath-of-the-wild-link-blue-tunic.jpg [View same] [iqdb] [saucenao] [google]
600967

Lets have a shader thread I guess?

Can I see any documentation/info on the shaders from LoZ:BotW? I'm looking to replicate their shaders in blender cycles

I'm mostly curious about their fresnel effect which seems independent of geometry since it's fixed width no matter how high/low poly the surface it's hitting is (e.g. it doesnt deform with the triangles on Link's arm any differently than his face despite his arm being much lower poly than his face geo). Looks like a nice penstroke.

you can see the effect im talking about in pic related, rly curious about this

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