here are some of the render tests I’ve made so far following the example of the link suggested by Moony
After making a few adjustments myself, it turned out like this:
I used Suzanne as a simple model and made her a little brain or some sort of entrails, so we could see how it reacted to the Xray/Membrane like shader.
I’m fairly pleased with it. But now I was faced with another problem.
I wanted to invalidate this effect just on the front part of the object, meaning it would be opaque in her face and then fading to the Xray/Membrane effect.
I tried it like this:
Which is not exactly what I wanted.
For this result I had the idea of creating a texture map with the painted color (only the portion of the front of her face) and then created an alpha map by coloring white the portion of the map that I wanted to stay with the diffused color.
I thought that if I followed the logic of the “Leaf Alpha map” on a basic plane it would work.
Unfortunately thats not quite the result I wanted. As you can see, the painted portion of the face is indeed painted but looks like I still havent been able to invalidate the Xray effect.
The idea was to have an opaque color that fades to the transparent effect.
I might be approaching it the wrong way, or maybe my noode tree isnt just quite right.
If any of you has any idea of how to solve this I would appreciate it.
Thank you for your time,
maybe the emission energy was too strong
(but I can always correct that)