Ok I will probably go with the gradient mask approach. Where do I plug it in, the opacity mask input? And does anyone know where I can find a resource that shows the nodes how they are most commonly used. Because as I said the material compendium just provides jargon about the nodes. I would like to see there uses in…
ya gradient or vert colour, if you want to use a gradient with out needed a extra texture sample, you could mask out 1 channel of a texture coordinate node and use it as a gradient.
I am sure this is very basic but I looked through the Material Compendium and although it is helpful in definning what the nodes do it is not very helpful in describing there common use applications. What I want is a ring of light to travel up a cylindrical mesh and then disappear. like a teleporter emitting a ring of…
Since this is a one dimensional fade try using 1-((WorldPosition - ObjectWorldPosition)/ a number equaling your object's height in UU) plugged into a component mask for Blue. That will give a fade from white to black evenly along the height of the object. Used for opacity, it should fade things out as they move up. Adding…
How would I go about doing this? I assumed if I were to take an alpha and plug it into the Opacity Mask input that has the blend mode set to Blend_Masked, that It would fade in and out. But I cant get it to work. here is a screen shot http://i229.photobucket.com/albums/ee301/knak47/Polycount/matyerialMasked.jpg