| Distance Transparency Ramp Shaders |
| PARAMETERS |
| Parameters Shared By Both Distance Transparency Shaders |
| Near Distance and Far Distance Range : 0 to 1000 for Distance Transparency Ramp -1000 to 1000 for Distance Transparency2 Ramp At or before the “Near Distance”, the surface reads from the left edge of the Ramp; at or beyond the “Far Distance”, the surface reads from the right edge of the Ramp; in between these two distances, the surface reads from along the Ramp. Because Distance Transparency2 works with distance from a set point or plane, surfaces with negative distances may be visible in the render, and so these parameters allow for that in that shader. |
| Min and Max Opacity Range : 0 to 1 Controls the opacities set by the Ramp - when black is read from the Ramp, the “Min Opacity” is used, when white is read from the Ramp, “Max Opacity” is used, and when greyscale values in between black and white are read from the Ramp, then the opacity varies between the “Min Opacity” and “Max Opacity”. |
| Distance Ramp Image Range : Image Controls the way opacity varies with distance. The left edge of the Ramp represents surfaces at or nearer than the “Near Distance”, while the right edge represents surfaces at or further than the “Far Distance”. Black represents the “Min Opacity”, and white represents the “Max Opacity”. |
| Parameters Unique To Distance Transparency2 Ramp |
| Use Plane Range : Unchecked / Checked If checked, then the shader will work out the distance to a plane (defined by Point X, Y and Z, and the Plane Normal parameters). If unchecked, it will work out the distance to a point (set by Point X, Y and Z). |
| Use Object Centre Range : Unchecked / Checked If checked, the object centre is used as the test point to determine the distance (the whole object will take on the same transparency). NOTE - The object centre is scaled based on the current measurement units for the object in the Object Properties panel. It is strongly suggested that you set this to meters for consistent results! If unchecked, the current shading point is used as the test point (so each point on the object can have a different transparency, allowing the object to fade in or out across its surface). |
| Use Absolute Distance Range : Unchecked / Checked This is only relevant where using distance to a plane. If checked, then only the distance to the plane is taken into account, ignoring which side of the plane the object is on. If unchecked, which side of the plane the object is on becomes relevant - when on the opposite side from the direction of the normal, it will have negative distances; when on the same side as the direction of the normal, it will have positive distances. |
| Plane Normal Range : 0 to 10 for each of the x, y and z (Only has an effect if “Use Plane” is checked). This defines the normal of the plane, ie sets the direction in which the plane is facing. |
| Plane Point Range : 0 to 10 for each of the x, y and z These are the co-ordinates of the point which the object will be tested against for distance (if “Use Plane” is unchecked), or the co-ordinates of a point on the plane which the object will be tested against (if “Use Plane” is checked). |
| Distance Transparency Ramp Shaders Intro |
| Distance Transparency Ramp Shaders Parameters |
| Distance Transparency Ramp Shaders Tips |
| TG Pack 3 Index |