Hi everyone, new to the forum. :)
I'm trying to work out how to create what I understand to be an incidence shader (?) to create a hologram or xray type effect. I'd term it a rim shader. I've attached an imageof what I mean. I've seen a similar shader tutorial which deals with the arnold renderer on maya. The person uses a facing ratio shader, but that doesn't seem to be available in arnold on max?
Does anyone have any advice on how a shader like this can be created in max/vray? It's a fairly well known type of effect which I thought might be common place now. Any help much appreciated.
Replies
i havent rendered with an offline renderer in ages. but i would guess that vray does have some form of fresnel shader no?
I did something pretty similar recently in 3ds Max for a brain render. I didn't use Arnold though, I used the old scanline renderer.
I used a Gradient Ramp in the diffuse color slot with the following settings:
And the result:
Do you HAVE to use VRay?
UE5 is free and far more streamlined in their material authoring than something like Max/VRay. Having used Max/Maya/VRay/iRay/Keyshot/UE, and creating materials in each, I'd choose UE every day of the week. Pathtracer in UE5 has also been updated heavily since its release (though I doubt you'd even need pathtracer to pull off this effect) and I can easily see this being a simple vertex color alpha layered shader, each layer using specific fresnel and pixel depth parameters in UE5.
have you tried a falloff map set to fresnal on the opacity ?
with some self illumination for some added punch
Thanks so much for all the replies everyone.
@bond1 Was there anything else you did? When I try those settings the falloff adheres to the objects UVs? There must be some setting which tells the shader to apply the falloff 'around' the edges of the model?
@Klunk That's a good idea but but using opacity means that parts of the model will show through?
you can use it to blend from one map to another in the diffuse channel then
@gizmo1991 Are you sure you set the gradient type to NORMAL? That way it will falloff according to the direction of the normal, giving that fresnel-type effect. Otherwise at default settings it will use the UV's like you said, which is not what you want.
Also, set self-illumination to 100% to remove any influence of lighting from the scene - to give it that glowing effect.
@bond1 Ahh I missed that! Excellent thanks so much! It's pretty much exactly what I wanted. :)