I'm still a newb to some of the more mathy operations in UDK's Mat editor, and even though I'm aware of the camera shader nodes, I am still quite unsure on how to implement them.
What I want to do here is increase the "reach" of the texturized linework around the sphere as the camera moves away. So if you get closer, the linework moves toward the edges, and then as you move far away, the linework reaches farther into the center.
So, here is my setup:
What kind of camera node setup do I need for that?
Also, any suggestions on having the texturized linework part be completely camera facing? so that it doesn't even follow the topology of the model and look almost like an overlay.
thanks.
Replies
Than you can use this to drive a lerp between 2 different Fresnel setups.
using worldSpace node instead of object world space could work too, and do it per pixel.
you will have to play with the divider, and the exponets, i just tossed numbers in there.
To be brutally honest let me just say: I have no idea what I'm doing. :poly136:
There is another layer of fresnel in this shader somewhere that is a black outline, yet I can't figure out how to make it be "on top" of the "line work" fresnel stuff (I guess because they're hooked up to emissive?) but I know someone out there knows how to set it up so that I can get both the linework fresnel stuff plus a thicker dark outline that will be on top of the lines instead of "under" it. That might be another post though.