Welcome! :-) In principle, yes, but you can't fine-tune the illuminated and non-illuminated areas nearly as much as with the gradient in Min 2:35. And: You can't use the result natively as a mask for shading, instead you have to take a detour via compositing.
hmm your effort is very cool thx for that but why do we need to build it this complex? for example i try to do a basic holographic shader like FUI etc. In Octane for example we have the falloff node - its just there take it connect it bam ready - isn´t there a way in redeshift to achieve this too? thx anyway for that great tutorial! cheers
Yeah, in the classic material system there’s also a shader that just creates a falloff. In comparison the resolution above might look complex, but actually it’s just connecting a ramp to a world normal. That’s not thaaat complex. :-)
Thank you!
Welcome! 🙂
Thank you, this was useful. I wonder if possible make the same with directional light?
Welcome! :-) In principle, yes, but you can't fine-tune the illuminated and non-illuminated areas nearly as much as with the gradient in Min 2:35. And: You can't use the result natively as a mask for shading, instead you have to take a detour via compositing.
hmm your effort is very cool thx for that but why do we need to build it this complex? for example i try to do a basic holographic shader like FUI etc. In Octane for example we have the falloff node - its just there take it connect it bam ready - isn´t there a way in redeshift to achieve this too? thx anyway for that great tutorial! cheers
Yeah, in the classic material system there’s also a shader that just creates a falloff. In comparison the resolution above might look complex, but actually it’s just connecting a ramp to a world normal. That’s not thaaat complex. :-)
thamk you