Inner Mesh transparency Shader

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Inner Mesh transparency Shader

Postby rxmarcus » Mon Feb 04, 2019 10:24 pm

I'm looking for some direction on how I could construct an Amplify shader that renders a texture on the outside edges of a flat plane mesh, and fades to transparency towards the middle, regardless of the mesh shape.

I know that the Fresnel effect is often used to create a Rim or Outline effect, but in my case I'm wanting to make the center of my mesh transparent.

Here is a crappy Photoshop image of what I'm wanting to accomplish.
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Re: Inner Mesh transparency Shader

Postby Amplify_Borba » Tue Feb 05, 2019 12:01 pm

Hello, I believe that the simplest way to achieve this would be to use vertex painting for masking, and then use the Vertex Color node to access this data.

It should also be possible to achieve this with math in order to avoid the manual workflow, but unfortunately that's not something I would be able to assist with.
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