I’m back to doing some astronomy modeling and I’d like to have a surface emit most strongly when the surface is viewed edge-on (nearly tangent).
I’m still trying to understand colorbands, textures, alpha vs. ztransp, and other features of blender, so I’m not sure how I would go about getting this effect.
Also, is there an easy way to force a surface to have a low alpha at the surface edges and a higher alpha in its middle? I know I can do this with UV mapping, but I wonder if there is another way to do achieve this. Perhaps, a particular coordinate for mapping a texture or colorband?