Feather Shader Edge Node
We need a node that can make the edge of a shader transparent seeing form camera based on a certain pixel amount and a certain distance amount.
Yes you can do this with compositing, but there appear multiple problems aside from saving time, like you don't have the 3d info anymore, and motion blur stuff, etc..
We need a shader node that does that.
3 Comments
Could you attach images to clarify what you mean? I'm very confused.
Would mixing a shader with a transparent shader by the factor of a fresnel do the same thing?
* @zorro.weaver * no, because that that transparency is based on orientation. We would need in the layer weight node beside fresnel and facing, also a edge connection with an amount that you can set, like 8 pixel. Then no matter how the polys are facing, etc,... from the edge of the object it would feather 8 pixel, no matter of the angle, distance, normal, etc...
The other idea is to have it also with a second value based on distance. So from 500m till 1000m it would slowly fade into the transparent shader.
So one based on 2D projection from the cam, based on pixel 8px for ex. and the other based on a distance falloff. This would ease composting a TON, because not only no more post, but the light interaction is in render mode already correct, no more tweaking for a combination of emissive video seq BG + a diffuse/emissive FG texture projection, it would blend perfectly.
I hope i could explain good.