1. Fresnel sounds like you are on the right track. But you can always go into advanced mode and see the inside of the fresnel node, copy what is there, paste it elsewhere and modify it to do something better (whatever that might be) 2. You can do this in a variety of ways. you could apply a custom UV set to your mesh that…
Thanks! I'm coming from the artist side and not very technical beyond very basic scripting. Is there a complete reference of all the nodes in ShaderFX? Autodesk's ref material is a little skimpy on ShaderFX. Most nodes are easy enough to figure out by looking at the name and the category they belong to. But more complex…
Yea I see the Refraction Vector node in shaderFX, and refractOp node (used to build the Refraction Vectode node apparently). but how do I use them? World Normal Dot Refraction Vector for a float controlling reflection intensity? I'm only a few days into ShaderFX and shader building in general. There are some good tutorials…
Hi folks, first dive into ShaderFX with Maya 2015 and it's the balls! Building a optic camo shader, similar to Ghost in the Shell or Deus Ex. I'm pretty happy with progress so far, but a few things I still can't figure out and don't know where to start looking. 1. I'm using Fresnel node to do the camera vector falloff; is…
In maya you can have a shader that changes properties based on camera angle compared to the polygon normal. You can use it to recreate a "mario-galaxy" effect, where only the borders are lightened -or aren't- kind of like Fresnel, but with much more control. You need to connect the "facing ratio" attribute from a sampler…