vector_state->vector_coordinate_converter->vector_math_scalar->change_ra
nge->scalar_2_color->(material_transparency_parameter)
In a nutshell, you're getting the intersection point in the vector_state
shader, piping it into a vector coordinate converter to convert it to
object space. From there the vector_math_scalar shader computes the
distance from the intersection point from the object's center and pumps
the result into the change_range shader. In the change range shader you
set your 'old' min/max to the min and max radius of your object, and set
the 'new' min/max to 1,0 (or 0,1) to modulate the transparency. Keep in
mind this is a linear transition. If you want to modify how the
transparency falls off, then you'll need to add another node from the
math section to drive it.
Matt
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM
> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Byron Nash
> Sent: Monday, March 03, 2008 8:39 AM
> To: xsi(at)Softimage.COM
> Subject: Spherical/Spatial Texture projection?
>
> I have an object that is basically spherical in shape. It was
> made by extruding most of the faces of a sphere, so it's kind
> of a big spiky ball more or less. I would like the object to
> be more transparent the closer it is to the center. Is there
> a good way to generate a projection like that? All of the
> normal methods I can think of wouldn't work. Thanks.
>
> --
> Byron Nash
> ---
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