Hi,
Thank you for your reply.
It seems that I am missing something very obvious here, because it's not working yet.
1. I changed the light model to "Custom Lighting".
2. I added the "Indirect Diffuse Light" node and plugged it into "Custom Lighting".
3. In the "Normal" input of the node, I plugged ...
Search found 7 matches
- Mon Oct 01, 2018 1:34 pm
- Forum: Amplify Shader Editor
- Topic: Equivalent to ShaderForge "Diffuse Ambient Light"
- Replies: 3
- Views: 3164
- Mon Oct 01, 2018 12:23 pm
- Forum: Amplify Shader Editor
- Topic: Equivalent to ShaderForge "Diffuse Ambient Light"
- Replies: 3
- Views: 3164
Equivalent to ShaderForge "Diffuse Ambient Light"
Hello ASE masters,
I am struggling to create a shader in ASE where I can add a layer of ambient, overall color/light on top of the shader.
In ShaderForge, this was simply called "Diffuse Ambient Light", but it seems there is no straight-away equivalent in ASE.
Is there any way I can achieve this ...
I am struggling to create a shader in ASE where I can add a layer of ambient, overall color/light on top of the shader.
In ShaderForge, this was simply called "Diffuse Ambient Light", but it seems there is no straight-away equivalent in ASE.
Is there any way I can achieve this ...
- Wed Jul 04, 2018 12:35 pm
- Forum: General Discussion
- Topic: "Toggle" node with more than two options
- Replies: 1
- Views: 5594
"Toggle" node with more than two options
Hi all,
I'm looking for a way to be able to choose input from 3 options. So similar to i.e. the Toggle Switch node or the Static Switch node, except that these are limited to only two options (true/false).
In my case, I use a Vertex Position node and I want to be able to choose either X, Y or Z as ...
I'm looking for a way to be able to choose input from 3 options. So similar to i.e. the Toggle Switch node or the Static Switch node, except that these are limited to only two options (true/false).
In my case, I use a Vertex Position node and I want to be able to choose either X, Y or Z as ...
- Wed Jul 04, 2018 12:22 pm
- Forum: General Discussion
- Topic: How to exactly control Fresnel colours
- Replies: 6
- Views: 10614
Re: How to exactly control Fresnel colours
That seems to do the trick! Thank you.
- Wed Jul 04, 2018 10:27 am
- Forum: General Discussion
- Topic: How to exactly control Fresnel colours
- Replies: 6
- Views: 10614
Re: How to exactly control Fresnel colours
Whoops - too soon. Turns out it didn't completely solve the problem. Some colours still don't display as desired.
Take a look at the two images... (also if for some reason the images are broken again - just right-click and open them in a new tab, works for me!)
https://imgur.com/5xQD04h
https ...
Take a look at the two images... (also if for some reason the images are broken again - just right-click and open them in a new tab, works for me!)
https://imgur.com/5xQD04h
https ...
- Wed Jul 04, 2018 9:25 am
- Forum: General Discussion
- Topic: How to exactly control Fresnel colours
- Replies: 6
- Views: 10614
Re: How to exactly control Fresnel colours
Hi, thank you for answering.
My images were already uploaded on Imgur, kind of lame that they don't show...
But anyway, the problem is fixed, thanks to your setup.
Great job! Thank you!
My images were already uploaded on Imgur, kind of lame that they don't show...
But anyway, the problem is fixed, thanks to your setup.
Great job! Thank you!
- Mon Jul 02, 2018 3:20 pm
- Forum: General Discussion
- Topic: How to exactly control Fresnel colours
- Replies: 6
- Views: 10614
How to exactly control Fresnel colours
Hello all,
Using ASE, I created a shader that uses the Fresnel node.
I want to achieve the effect of having different colours for the base of an object, and the rim. So for instance a cobalt blue sphere with a bright red rim as a result of Fresnel effect.
So far, this is what I've achieved ...
Using ASE, I created a shader that uses the Fresnel node.
I want to achieve the effect of having different colours for the base of an object, and the rim. So for instance a cobalt blue sphere with a bright red rim as a result of Fresnel effect.
So far, this is what I've achieved ...