Cycles one side transparencyI 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

How to check the quality of an audio sample?

If a specific mass of air is polluted, will the pollution stick with it?

A DVR algebra with weird automorphisms

Password maker in c#

How did the hit man miss?

As a DM, how to avoid unconscious metagaming when dealing with a high AC character?

Is purchasing foreign currency before going abroad a losing proposition?

Cops: The Hidden OEIS Substring

What package provides system call man pages on Ubuntu?

Can I call 112 to check a police officer's identity in the Czech Republic?

Professor falsely accusing me of cheating in a class he does not teach, two months after end of the class. What precautions should I take?

(async () => )(); what is this?

Supporting developers who insist on using their pet language

diff shows a file that does not exist

Can I play a first turn Simic Growth Chamber to have 3 mana available in the second turn?

Are there any intersection of Theory A and Theory B?

What is the difference between logical consistency and logical entailment in deductive logic?

Was adding milk to tea started to reduce employee tea break time?

QGIS Welcome page: What is 'pin to list' for?

How can one write good dialogue in a story without sounding wooden?

Why can't supermassive black holes merge? (or can they?)

How can an advanced civilization forget how to manufacture its technology?

During copyediting, journal disagrees about spelling of paper's main topic

I quit, and boss offered me 3 month "grace period" where I could still come back



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








StackExchange.ready(function()
var channelOptions =
tags: "".split(" "),
id: "502"
;
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function()
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled)
StackExchange.using("snippets", function()
createEditor();
);

else
createEditor();

);

function createEditor()
StackExchange.prepareEditor(
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader:
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
,
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
);



);













draft saved

draft discarded


















StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f144482%2fcycles-one-side-transparency%23new-answer', 'question_page');

);

Post as a guest















Required, but never shown

























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


















draft saved

draft discarded
















































Thanks for contributing an answer to Blender Stack Exchange!


  • Please be sure to answer the question. Provide details and share your research!

But avoid


  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.

Use MathJax to format equations. MathJax reference.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f144482%2fcycles-one-side-transparency%23new-answer', 'question_page');

);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

Category:9 (number) SubcategoriesMedia in category "9 (number)"Navigation menuUpload mediaGND ID: 4485639-8Library of Congress authority ID: sh85091979ReasonatorScholiaStatistics

Circuit construction for execution of conditional statements using least significant bitHow are two different registers being used as “control”?How exactly is the stated composite state of the two registers being produced using the $R_zz$ controlled rotations?Efficiently performing controlled rotations in HHLWould this quantum algorithm implementation work?How to prepare a superposed states of odd integers from $1$ to $sqrtN$?Why is this implementation of the order finding algorithm not working?Circuit construction for Hamiltonian simulationHow can I invert the least significant bit of a certain term of a superposed state?Implementing an oracleImplementing a controlled sum operation

Magento 2 “No Payment Methods” in Admin New OrderHow to integrate Paypal Express Checkout with the Magento APIMagento 1.5 - Sales > Order > edit order and shipping methods disappearAuto Invoice Check/Money Order Payment methodAdd more simple payment methods?Shipping methods not showingWhat should I do to change payment methods if changing the configuration has no effects?1.9 - No Payment Methods showing upMy Payment Methods not Showing for downloadable/virtual product when checkout?Magento2 API to access internal payment methodHow to call an existing payment methods in the registration form?