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Cycles one side transparency


I want Glass to be transparent where nothing existsAround-Corners Transparency in Cycles?Gradient get's dark in emissive material (cycles)How emission worksLight path Transparent/Diffuse DepthHow do I control the blurriness of light through frosted glass?Trying to set transparency on the viewer NodeVolumetric haze is showing through solid objects when 'stacked'No light or transparency through glass and water objects using various transparent materialsillustrating transparent tunnel while embodying solid front






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








3












$begingroup$


Is there a way to create a material that seems diffuse shader, but can see lights trough it when lights are behind like E.V.E. in Wall-e? I have tried diffuse mixed with gloss and both mixed add to transparent shader, but can see through all sides.



Here a picture of what I want to do.



enter image description here



I want to be able to see light from the camera side only when the light is on just like on EVE's chest.



enter image description here



enter image description here










share|improve this question











$endgroup$







  • 1




    $begingroup$
    I don't think it's clear the result you're trying to achieve. It would help if you could update your question to include an image showing the desired final result.
    $endgroup$
    – Rich Sedman
    Jul 4 at 12:08






  • 3




    $begingroup$
    Added the EVE pictures
    $endgroup$
    – Eric Brochu
    Jul 4 at 12:15

















3












$begingroup$


Is there a way to create a material that seems diffuse shader, but can see lights trough it when lights are behind like E.V.E. in Wall-e? I have tried diffuse mixed with gloss and both mixed add to transparent shader, but can see through all sides.



Here a picture of what I want to do.



enter image description here



I want to be able to see light from the camera side only when the light is on just like on EVE's chest.



enter image description here



enter image description here










share|improve this question











$endgroup$







  • 1




    $begingroup$
    I don't think it's clear the result you're trying to achieve. It would help if you could update your question to include an image showing the desired final result.
    $endgroup$
    – Rich Sedman
    Jul 4 at 12:08






  • 3




    $begingroup$
    Added the EVE pictures
    $endgroup$
    – Eric Brochu
    Jul 4 at 12:15













3












3








3


0



$begingroup$


Is there a way to create a material that seems diffuse shader, but can see lights trough it when lights are behind like E.V.E. in Wall-e? I have tried diffuse mixed with gloss and both mixed add to transparent shader, but can see through all sides.



Here a picture of what I want to do.



enter image description here



I want to be able to see light from the camera side only when the light is on just like on EVE's chest.



enter image description here



enter image description here










share|improve this question











$endgroup$




Is there a way to create a material that seems diffuse shader, but can see lights trough it when lights are behind like E.V.E. in Wall-e? I have tried diffuse mixed with gloss and both mixed add to transparent shader, but can see through all sides.



Here a picture of what I want to do.



enter image description here



I want to be able to see light from the camera side only when the light is on just like on EVE's chest.



enter image description here



enter image description here







light shaders transparency






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Jul 4 at 12:26









Duarte Farrajota Ramos

36.6k6 gold badges47 silver badges92 bronze badges




36.6k6 gold badges47 silver badges92 bronze badges










asked Jul 4 at 12:05









Eric BrochuEric Brochu

778 bronze badges




778 bronze badges







  • 1




    $begingroup$
    I don't think it's clear the result you're trying to achieve. It would help if you could update your question to include an image showing the desired final result.
    $endgroup$
    – Rich Sedman
    Jul 4 at 12:08






  • 3




    $begingroup$
    Added the EVE pictures
    $endgroup$
    – Eric Brochu
    Jul 4 at 12:15












  • 1




    $begingroup$
    I don't think it's clear the result you're trying to achieve. It would help if you could update your question to include an image showing the desired final result.
    $endgroup$
    – Rich Sedman
    Jul 4 at 12:08






  • 3




    $begingroup$
    Added the EVE pictures
    $endgroup$
    – Eric Brochu
    Jul 4 at 12:15







1




1




$begingroup$
I don't think it's clear the result you're trying to achieve. It would help if you could update your question to include an image showing the desired final result.
$endgroup$
– Rich Sedman
Jul 4 at 12:08




$begingroup$
I don't think it's clear the result you're trying to achieve. It would help if you could update your question to include an image showing the desired final result.
$endgroup$
– Rich Sedman
Jul 4 at 12:08




3




3




$begingroup$
Added the EVE pictures
$endgroup$
– Eric Brochu
Jul 4 at 12:15




$begingroup$
Added the EVE pictures
$endgroup$
– Eric Brochu
Jul 4 at 12:15










1 Answer
1






active

oldest

votes


















4












$begingroup$

There are various ways you could probably achieve this effect - one is to use a Refraction shader to allow light through in a specific direction and to scatter based on Roughness using the following setup :



light shining through diffuse



Here the Diffuse shader provides the basic diffuse surface and the Refraction shaders are added to this to show through the illumination from behind.



I've added two Refraction shaders (the Mix shader can vary the reletive strengths) - one with a low Roughness for the 'sharp' image and the other with a high roughness for the 'glow' around it. The very high IOR of the first Refraction shader forces the rays that pass through the surface to mostly align with the surface normal - this forces the rays to form an image of what's behind the surface, without being affected by the viewing angle (as if the image of Suzanne is projected onto the surface). The second Refraction shader has high roughness and provides the 'glow' and by slightly reducing the IOR of that shader the 'glow' can be made to be more based on viewing angle - eg, in your first sample image of Eve the 'scatter' of the green on her chest is offset from the 'image' part; the lower IOR effectively mimics this.



Note that you can also change the colors of each of the Refraction shaders independently so as to tint the 'scatter' differently if required - or vary the Roughness for more/less scatter within the surface.






share|improve this answer











$endgroup$












  • $begingroup$
    Alright! this is what I were looking for. Short and effective solution. I would give you more points by explaining what everything do but can't lol, Thank you!
    $endgroup$
    – Eric Brochu
    Jul 4 at 15:38







  • 1




    $begingroup$
    @EricBrochu You’re welcome - glad to be able to help. ( - and thanks to Robin Betts for fixing my typo!)
    $endgroup$
    – Rich Sedman
    Jul 4 at 15:49














Your Answer








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1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









4












$begingroup$

There are various ways you could probably achieve this effect - one is to use a Refraction shader to allow light through in a specific direction and to scatter based on Roughness using the following setup :



light shining through diffuse



Here the Diffuse shader provides the basic diffuse surface and the Refraction shaders are added to this to show through the illumination from behind.



I've added two Refraction shaders (the Mix shader can vary the reletive strengths) - one with a low Roughness for the 'sharp' image and the other with a high roughness for the 'glow' around it. The very high IOR of the first Refraction shader forces the rays that pass through the surface to mostly align with the surface normal - this forces the rays to form an image of what's behind the surface, without being affected by the viewing angle (as if the image of Suzanne is projected onto the surface). The second Refraction shader has high roughness and provides the 'glow' and by slightly reducing the IOR of that shader the 'glow' can be made to be more based on viewing angle - eg, in your first sample image of Eve the 'scatter' of the green on her chest is offset from the 'image' part; the lower IOR effectively mimics this.



Note that you can also change the colors of each of the Refraction shaders independently so as to tint the 'scatter' differently if required - or vary the Roughness for more/less scatter within the surface.






share|improve this answer











$endgroup$












  • $begingroup$
    Alright! this is what I were looking for. Short and effective solution. I would give you more points by explaining what everything do but can't lol, Thank you!
    $endgroup$
    – Eric Brochu
    Jul 4 at 15:38







  • 1




    $begingroup$
    @EricBrochu You’re welcome - glad to be able to help. ( - and thanks to Robin Betts for fixing my typo!)
    $endgroup$
    – Rich Sedman
    Jul 4 at 15:49
















4












$begingroup$

There are various ways you could probably achieve this effect - one is to use a Refraction shader to allow light through in a specific direction and to scatter based on Roughness using the following setup :



light shining through diffuse



Here the Diffuse shader provides the basic diffuse surface and the Refraction shaders are added to this to show through the illumination from behind.



I've added two Refraction shaders (the Mix shader can vary the reletive strengths) - one with a low Roughness for the 'sharp' image and the other with a high roughness for the 'glow' around it. The very high IOR of the first Refraction shader forces the rays that pass through the surface to mostly align with the surface normal - this forces the rays to form an image of what's behind the surface, without being affected by the viewing angle (as if the image of Suzanne is projected onto the surface). The second Refraction shader has high roughness and provides the 'glow' and by slightly reducing the IOR of that shader the 'glow' can be made to be more based on viewing angle - eg, in your first sample image of Eve the 'scatter' of the green on her chest is offset from the 'image' part; the lower IOR effectively mimics this.



Note that you can also change the colors of each of the Refraction shaders independently so as to tint the 'scatter' differently if required - or vary the Roughness for more/less scatter within the surface.






share|improve this answer











$endgroup$












  • $begingroup$
    Alright! this is what I were looking for. Short and effective solution. I would give you more points by explaining what everything do but can't lol, Thank you!
    $endgroup$
    – Eric Brochu
    Jul 4 at 15:38







  • 1




    $begingroup$
    @EricBrochu You’re welcome - glad to be able to help. ( - and thanks to Robin Betts for fixing my typo!)
    $endgroup$
    – Rich Sedman
    Jul 4 at 15:49














4












4








4





$begingroup$

There are various ways you could probably achieve this effect - one is to use a Refraction shader to allow light through in a specific direction and to scatter based on Roughness using the following setup :



light shining through diffuse



Here the Diffuse shader provides the basic diffuse surface and the Refraction shaders are added to this to show through the illumination from behind.



I've added two Refraction shaders (the Mix shader can vary the reletive strengths) - one with a low Roughness for the 'sharp' image and the other with a high roughness for the 'glow' around it. The very high IOR of the first Refraction shader forces the rays that pass through the surface to mostly align with the surface normal - this forces the rays to form an image of what's behind the surface, without being affected by the viewing angle (as if the image of Suzanne is projected onto the surface). The second Refraction shader has high roughness and provides the 'glow' and by slightly reducing the IOR of that shader the 'glow' can be made to be more based on viewing angle - eg, in your first sample image of Eve the 'scatter' of the green on her chest is offset from the 'image' part; the lower IOR effectively mimics this.



Note that you can also change the colors of each of the Refraction shaders independently so as to tint the 'scatter' differently if required - or vary the Roughness for more/less scatter within the surface.






share|improve this answer











$endgroup$



There are various ways you could probably achieve this effect - one is to use a Refraction shader to allow light through in a specific direction and to scatter based on Roughness using the following setup :



light shining through diffuse



Here the Diffuse shader provides the basic diffuse surface and the Refraction shaders are added to this to show through the illumination from behind.



I've added two Refraction shaders (the Mix shader can vary the reletive strengths) - one with a low Roughness for the 'sharp' image and the other with a high roughness for the 'glow' around it. The very high IOR of the first Refraction shader forces the rays that pass through the surface to mostly align with the surface normal - this forces the rays to form an image of what's behind the surface, without being affected by the viewing angle (as if the image of Suzanne is projected onto the surface). The second Refraction shader has high roughness and provides the 'glow' and by slightly reducing the IOR of that shader the 'glow' can be made to be more based on viewing angle - eg, in your first sample image of Eve the 'scatter' of the green on her chest is offset from the 'image' part; the lower IOR effectively mimics this.



Note that you can also change the colors of each of the Refraction shaders independently so as to tint the 'scatter' differently if required - or vary the Roughness for more/less scatter within the surface.







share|improve this answer














share|improve this answer



share|improve this answer








edited Jul 4 at 13:14









Robin Betts

11k1 gold badge12 silver badges40 bronze badges




11k1 gold badge12 silver badges40 bronze badges










answered Jul 4 at 13:03









Rich SedmanRich Sedman

26.1k2 gold badges45 silver badges120 bronze badges




26.1k2 gold badges45 silver badges120 bronze badges











  • $begingroup$
    Alright! this is what I were looking for. Short and effective solution. I would give you more points by explaining what everything do but can't lol, Thank you!
    $endgroup$
    – Eric Brochu
    Jul 4 at 15:38







  • 1




    $begingroup$
    @EricBrochu You’re welcome - glad to be able to help. ( - and thanks to Robin Betts for fixing my typo!)
    $endgroup$
    – Rich Sedman
    Jul 4 at 15:49

















  • $begingroup$
    Alright! this is what I were looking for. Short and effective solution. I would give you more points by explaining what everything do but can't lol, Thank you!
    $endgroup$
    – Eric Brochu
    Jul 4 at 15:38







  • 1




    $begingroup$
    @EricBrochu You’re welcome - glad to be able to help. ( - and thanks to Robin Betts for fixing my typo!)
    $endgroup$
    – Rich Sedman
    Jul 4 at 15:49
















$begingroup$
Alright! this is what I were looking for. Short and effective solution. I would give you more points by explaining what everything do but can't lol, Thank you!
$endgroup$
– Eric Brochu
Jul 4 at 15:38





$begingroup$
Alright! this is what I were looking for. Short and effective solution. I would give you more points by explaining what everything do but can't lol, Thank you!
$endgroup$
– Eric Brochu
Jul 4 at 15:38





1




1




$begingroup$
@EricBrochu You’re welcome - glad to be able to help. ( - and thanks to Robin Betts for fixing my typo!)
$endgroup$
– Rich Sedman
Jul 4 at 15:49





$begingroup$
@EricBrochu You’re welcome - glad to be able to help. ( - and thanks to Robin Betts for fixing my typo!)
$endgroup$
– Rich Sedman
Jul 4 at 15:49


















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