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Re: Edge Opacity Procedural
Posted: Tue Mar 14, 2017 4:09 pm
by alexos
Yeah, that's what I usually do, as it gives much finer control. The problem with separate geometry however is that while "unseen by camera" works, there is no way (that I know of) to turn off shadows on a per-object basis, so you're likely to end up with all kinds of unwanted dark areas. Of course if there's an easy equivalent to the native "cast shadow" toggle, feel free to tell me I'm a knob...
Re: Edge Opacity Procedural
Posted: Fri Mar 17, 2017 5:30 pm
by LightwaveGuru
I'm happy to hear both of you are seeing results, however I played again with every parameter in many different values and cannot get an edge opacity to be visible.
>> wait a sec...i see your set up is wrong for that case...i build a new node set up and show it than here...
snip lwguru
Re: Edge Opacity Procedural
Posted: Fri Mar 17, 2017 5:48 pm
by LightwaveGuru
3dreamstudios"]no body has any ideas? Bug?
ps.. there is no bug....the dirt node is a "contact" node. he works only correct if he can or have contact to another geometry...i make a little video and show it...i post here than later the link...
snip lwguru
Re: Edge Opacity Procedural
Posted: Fri Mar 17, 2017 6:40 pm
by LightwaveGuru
3dreamstudios wrote:I'm looking for a way to soften the edge of a pathway. I was hoping to use the DIRT procedural as an opacity node on the edges. However with no detail and just a flat poly there is no DIRT layer that the proc. creates.
Any other ideas of how to do this? We use to have a shader in Native LW that would color the EDGES it was called eeGrit and Anything Goos.
check the video

have fun!
https://www.youtube.com/watch?v=f75w4Tg ... e=youtu.be
snip lwguru
Re: Edge Opacity Procedural
Posted: Fri Mar 17, 2017 7:01 pm
by FrankPooleFloating
Holy crap Guru... you are the man! This can be used for some other challenging stuff... I'll have to play with this when I get a chance. Thanx bro!
Re: Edge Opacity Procedural
Posted: Fri Mar 17, 2017 7:04 pm
by LightwaveGuru
FrankPooleFloating wrote:Holy crap Guru... you are the man! This can be used for some other challenging stuff... I'll have to play with this when I get a chance. Thanx bro!
YES! take a look here...
https://www.youtube.com/watch?v=f92Ltk-0KRM
or here animated examples
https://www.youtube.com/watch?v=TNE_WxaTCTY
https://www.youtube.com/watch?v=3B0IK39tpU4
https://www.youtube.com/watch?v=DybacJvNG3o
https://www.youtube.com/watch?v=_M9AZdETo9M
snip lwguru
Re: Edge Opacity Procedural
Posted: Wed May 10, 2017 3:10 pm
by s3d-weyrauch
My questionis not about Lightwave 3D, but maybe you collected some more experiences with edges and opacity. I followed your guidelines with Dirt Texture, and it works perfect for the edges. The only thing doesn't work is the shadow.
Look at this example. If you use a Check-Texture alone, it has effect on the shadows as well. But the dirt means a solid body for octane.
Maybe I didn't find a setting, that's why I'm asking here.
Re: Edge Opacity Procedural
Posted: Sat May 13, 2017 7:33 pm
by LightwaveGuru
s3d-weyrauch wrote:My questionis not about Lightwave 3D, but maybe you collected some more experiences with edges and opacity. I followed your guidelines with Dirt Texture, and it works perfect for the edges. The only thing doesn't work is the shadow.
Look at this example. If you use a Check-Texture alone, it has effect on the shadows as well. But the dirt means a solid body for octane.
edge-opacity.JPG
Maybe I didn't find a setting, that's why I'm asking here.
the dirt node is a contact node...i show later a solution he would work in your case....
snip lwguru