Rim Lighting Shaders

In the work area create a Lambert, Sampler Info Node and a Ramp Shader. These components are the basis for the Rim Shader.

From the Sampler Info Node, middle mouse drag to the Ramp Shader and select the ‘other’ option to open the Connection Editor. In the Connection Editor select Facing Ration and the V chord to connect the Info Node to the Ramp.

In the attribute editor on the left side adjust the Ramp Shader going from white to black from top to bottom. Rename the Ramp Transparency Ramp.

Once the Ramp is adjusted middle mouse drag from the Transparency Ramp to the Lambert and plug in to the transparency option on the menu.

The colour of the Rim Shader can be adjusted in the colour plugin within the Lambert Shader.

To connect the maya material x texture into the Layered Shader it needs to be plugged into a Surface Shader first. Start by creating a Surface Shader in the Work Area.

Middle mouse drag from the maya material texture on to the Surface Shader, select other option to open the Connection Editor. On the left side select ‘result’ and ‘output’ on the right. The next step is to connect the two Shaders together in the Layered Shader. This can be done by middle mouse dragging the Lambert and the new Surface Shader into the Layered Shader . Make sure the Lambert is to the left of the Surface Shader in the attribute box as you want the Rim Shader to be on top of the Surface Shader.

The thickness of the Rim Shader can be adjusted by moving the points on the Ramp Shader. The black controls the colour and the white controls the transparent area. The grey in-between is the fall off of the transition.

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