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This is the best way I could possibly phrase this question.

What I want to do is mix two different materials.

I want to use the secondary material to catch the rimlight of the object, but I only want this effect to show up close to the border of an object.

Simply using the angles of the faces will result in too much spill of the secondary material over the primary material. This only works on a simple object, where the falloff angle of the polygons is even.

Is there a way to create a mask within the shader editor to basically create a blurred outline within the object border? I want to avoid using the compositor for this.

Using a layer weight node affects all angled surfaces, which is less than ideal.

This is the kind of result that I am looking for.

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You might set transparancy based upon camera facing normals (ea not facing). (layer weight) To get something that looks a little bit smoother.

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  • $\begingroup$ Yes, this is what I tried. I went through several iterations to get close. But this is not the way to create a border to overlay on the edges of the object alpha. But thanks! $\endgroup$ Commented May 20, 2020 at 20:26
  • $\begingroup$ You could also try spherical texture based upon object location offset by a vector. Then use that to drive a color ramp and set alpha. And maybe combine (multiply) values to drive a mix shader $\endgroup$
    – Peter
    Commented May 29, 2020 at 19:25
  • $\begingroup$ Another thing that might work for you there is an edge input. $\endgroup$
    – Peter
    Commented May 29, 2020 at 19:26
  • $\begingroup$ And a 3th to try put some bump noice to make it less black $\endgroup$
    – Peter
    Commented May 29, 2020 at 19:27

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