Make Marbel Texture..
Make variable colored grid..
Neon Text..
The micro bevel..
Rusted Type..
3D Text/Logo..
Techno-wave Effect..
Trendy Avatar..
Simple background..
Digital Effect..
Polar Coordinates..
Water drops..
LCD Screens..
Steel Type..
Pixelated Text..
Smooth Edges..
Vectorizing Photos..
Luminous Essence..
Transparency..
Digital Smoke..
Game cube logo..
Gradient Grids..
Sparkles..
Driping Slime..
Borders..
Cartoon Clouds..
Organic Tech..
Aqua Balls..
Kerning and Tracking text..
Getting rid of overlap..
Weaving a ribbon through text..
Blend layers w/ opacity mask..
Brilliant Color..
Create 3D Cylinder..
Creating Artistic Brushes..
Fine Lines Design..
Transition b/w two objects..
Distortion Effect..
Soft Proof your colors..
Knotworking..
Creating views..
Transforming shapes..
Creating Image map..
Optimizing web graphics..
Using Slice tool..
Creating web button..
Animation of scaling..
Ripple Animation..
Colors changes to animation..
Neon light animation..
Creating a Navigation bar..
Animated Imagemap Button..
Preloader with FlashMX..
Sound Control..
Steel Flash..
Using masks..
Loading an external movie..
Flash light effect..
Flash game techniques (P-1)..
Flash game techniques (P-2)..
Flash game techniques (P-3)..
Flash game techniques (P-4)..
Flash game techniques (P-5)..
Dropdown menu for FlashMX..
Zoom blur effect..
Dessolving words ..
Spotlight masking..
Passing variable to Flash..
Clear Text..
Create Time in Flash..
Change colors of movieclip..
Creating sites using CSS ..
Dreamweaver 4 Flash buttons..
Defining a site..
Dreamweaver Form tips..
Dreamweaver interface..
Creating nested tables..
Rollover form buttons..
Graphics Editing w/ DW & FW..
Inserting FW HTML into DW..
Working with templates..
Quick shapes in freehand..
Making a 3D pie-chart..
Exporting GIFs from Freehand..
Creating 3D Soccer Ball..
Creating Perspective shadows..
Chrome effect in Freehand..
Creating Hollow Envelopes..
Building Buttons..
Drawing a heart symbol..
3D Ball ..
Bouncing ball..
Automating Fireworks..
Text writing animation..
Fireworks 4 Popup menus..
Creating Gel Text..
Outline tool overview..
Cracked text..
Page curl ..
Contoured Text ..
Drop Shadows ..
Creating complex shapes..
Creating volumetric clouds..
Water/Fire/Smoke Effect ..
The Power of Radial array..
Modelling an Eye..
Welding vertices..
Animating a ball..
Realistic Texturing..
Polygon basics..
Lathe Tutorial ..
Emit geometry from a point emitter..
Creating a missile trail..
Animating a flying baloon..
Introduction to Expressions..
Making MEL Procedures..
Introduction to MEL Scripting..
Modeling a mechanical hand..
Build a spiral staircase..
Building leg skeletons..
Modeling a head..
Texturing the head..

How to make water ripple..
Create Ghost shader..
Using two bone IK Solver..
Using multi-texturing..

HOW TO CREATE A GHOST SHADER

In this lesson, you will learn how to create a shading network that has a soft, fuzzy look.

You will be using the SamplerInfo utility node and a Ramp texture to achieve a transparent drop-off effect.

 

STEP ONE

In the Hypershade Create the following nodes:

Lambert Surface Material (With Shading Group turned on)
SamplerInfo utility node
Ramp texture (With New Texture Placement turned off)

 

STEP TWO

You will be connecting the Facing Ratio attribute of the samplerInfo to the V Coord of the Ramp. The Facing Ratio produces a value that ranges between 0 and 1 depending on the normal of the surface to the camera eye (normal facing Camera Eye = 1; perpendicular to Camera Eye = 0).

In the Hypershade, with the MMB drag the samplerInfo node onto the ramp texture. This will open the Connection Editor with the samplerInfo in the Outputs column and the ramp texture in the inputs column.

Expand the UV Coord in the Inputs column. Click on the Facing Ratio attribute in the Outputs column and then click on V Coord. This Connects the samplerInfo's FacingRatio to the Ramp's V Coord. Close the Connection Editor.

 

STEP THREE

Double click on the Lambert Shading Group to open the Attribute Editor.

Change the Color to a light gray, green, or blue for the ghost's color.

You will now map the ramp to the Transparency. Drag and Drop with MMB the Ramp texture to the Transparency slider of the Lambert Shading Group.


 

STEP FOUR

Double click on the Ramp Texture to open the Attribute Editor.

Change the ramp colors to a dark grey and white as show in this figure. Also change the Interpolation to Smooth.

For a more ghostly result, make the material node's Incandescence a dark blue and add a glow by opening the Special Effects section and increasing the Glow to .6.

Do a test render and experiment with different ramp settings.

 

CONCLUSION

You have now constructed a Shading Network that creates some interesting transparent effects. This technique could also be used for other attributes (Incandescence, Specular Color, Diffusion, etc...). The ramp colors could also be mapped with a Fractal or a file texture (image) for a broken, cloudy effect. Try changing the colors for a different look. This works well for glass (like a jelly jar).

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