Warning: include() [function.include]: URL file-access is disabled in the server configuration in /home/vecpix/public_html/tutorials/maya/ma013.php on line 5
Warning: include(http://www.vecpix.com/include_leftnav.php) [function.include]: failed to open stream: no suitable wrapper could be found in /home/vecpix/public_html/tutorials/maya/ma013.php on line 5
Warning: include() [function.include]: Failed opening 'http://www.vecpix.com/include_leftnav.php' for inclusion (include_path='.:/usr/lib/php:/usr/local/lib/php') in /home/vecpix/public_html/tutorials/maya/ma013.php on line 5
HOW TO CREATE A GHOST SHADER
In this lesson, you will learn how to create a shading network that has a soft, fuzzy look.
You will be using the SamplerInfo utility node and a Ramp texture to achieve a transparent drop-off effect.
In the Hypershade Create the following nodes:
Lambert Surface Material (With Shading Group turned on)
You will be connecting the Facing Ratio attribute of the samplerInfo to the V Coord of the Ramp. The Facing Ratio produces a value that ranges between 0 and 1 depending on the normal of the surface to the camera eye (normal facing Camera Eye = 1; perpendicular to Camera Eye = 0).
In the Hypershade, with the MMB drag the samplerInfo node onto the ramp texture. This will open the Connection Editor with the samplerInfo in the Outputs column and the ramp texture in the inputs column.
Expand the UV Coord in the Inputs column. Click on the Facing Ratio attribute in the Outputs column and then click on V Coord. This Connects the samplerInfo's FacingRatio to the Ramp's V Coord. Close the Connection Editor.
Double click on the Lambert Shading Group to open the Attribute Editor.
Change the Color to a light gray, green, or blue for the ghost's color.
You will now map the ramp to the Transparency. Drag and Drop with MMB the Ramp texture to the Transparency slider of the Lambert Shading Group.
Double click on the Ramp Texture to open the Attribute Editor.
Change the ramp colors to a dark grey and white as show in this figure. Also change the Interpolation to Smooth.
For a more ghostly result, make the material node's Incandescence a dark blue and add a glow by opening the Special Effects section and increasing the Glow to .6.
Do a test render and experiment with different ramp settings.
You have now constructed a Shading Network that creates some interesting transparent effects. This technique could also be used for other attributes (Incandescence, Specular Color, Diffusion, etc...). The ramp colors could also be mapped with a Fractal or a file texture (image) for a broken, cloudy effect. Try changing the colors for a different look. This works well for glass (like a jelly jar).