I'm trying to create a material that's fully transparent for camera-facing surfaces and opaque for perpendicular surfaces.
This network (feeding into the surface-color (Cf) channel):
Results in this:
…which seems to go exactly into the direction I want.
However, when plugging it into the Opacity (Of) or Alpha (Af) channels, the geometry renders as pure white.
Any ideas how I can get the distribution seen in the Cf channel to modulate the transparency of my surface? I need no fancy raytracing, just color and opacity.
it is modulating it correctly when you plug it to Of or Af (depending on what you want), you can see correct result in alpha channel of mplay to have correct color channels as well you need to multiply Color with the same mask before plugging to Cf