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Activity Forums Maxon Cinema 4D X-Ray like light to change transparency

  • X-Ray like light to change transparency

    Posted by Hawkowski on March 7, 2006 at 11:15 am

    Assume that we have a sphere and a cone object in a cube object.
    Objects are not transparent.

    What I would like to do is shine a light onto a cube and see the trough the illuminated side ie. some how make the illumunated side transparent. And the transparency will be proportional to the intensity of the light ie. low light intensity means less transparency and high intenity light more transparency. This light will be like X-ray, it will not be visible and it will not change the lighting but it will change the transparency.

    Is it possible? If “Yes”, how ?

    Roberto Hawkowski

    Adam Trachtenberg replied 20 years, 2 months ago 2 Members · 3 Replies
  • 3 Replies
  • Adam Trachtenberg

    March 7, 2006 at 2:37 pm

    Hi Roberto,

    Here’s an example scene: https://www.3danvil.com/temp/XRay%20Light.c4d

    This uses the material channel shader “Proximal” in the transparency channel, where proximal is keyed to an invisible cone that’s the same size/position as the spotlight.

  • Hawkowski

    March 8, 2006 at 10:34 am

    Hi Adam,

    Thank you for your help!..
    You are very kind to prepare a demo. I’m sure many people feel the same.

    I am trying to understand your demo. Size of the transparent region seems to be not changing with the size of your Proximal Object or its relative orientation.

    Forexample when I rotate your Proximal Object in such a way that the cross section between cube an the Proximal Object is ellipse, the transparent are still the same size and still circular.

    Consider changing the cube into rectangular prism with long side 3 times longer than the small side. And assume that we would like to make one of the long side of the prism transparent. If I understand right, the Proximal Obect in your demo will not create an X-Ray illumination of the long side. Is it right?

    Thanks

    Roberto

  • Adam Trachtenberg

    March 8, 2006 at 1:59 pm

    Yes, you might want to change up the proximal settings and the proximal object for different situations. It’s more flexible if you make the proximal object more like a thin tube and then use points/lines/polys in the proximal shader. Then you can use falloff and near/far to gain more control over the shape of the “hole”.

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