Coby Rendal helped me out on the wireframe / backfacing culling issue and theory. Though one last step for my base is left.

I want to have the back of the sphere slighly bleeding into the visible part. Like a fresnel effect on the transparency. With backfacing I assume a black and white map is given to the shader. Hence, fading it out is maybe not the easiest part.

But maybe someone has a cool idea on how to do smth. like this?

I photoshoped it together so that it is more clear what the end should look like. (just not so hard, and dynamically with a map straight out of blender) enter image description here enter image description here


Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Browse other questions tagged or ask your own question.