Anyway Mr Ron devoted a lot of his time to help me, to create the gradual fading effect of the shader. Intially the parameters is full of bugs, it goes haywired as we cannot control it from the outside, only from the inside. Mr Ron managed to fix that by recreating a new subnet to accommodate the displacement, displacement bound and shader together, instead of only having one material shader builder storing all of them together. Eventually he create attributeused to take the information of the parameter from the SHOP network, then used an expression $BBY; Y stands for the y-direction axis, which was intend for the fading to take place in the y direction coming down. And the $rampy, was to adjust the opacity from up down |
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