I am trying to control the opacity of an object with the Fresnel Effect, but it just isn’t working. My assumption was that I could simply pipe the Fresnel into the shader’s alpha, but clearly I’m clearly missing something.
I want the faces pointing towards the camera to be transparent. I’m coming from a Max background and it’s a piece of cake to do in that, but…
Same project, similar problem: Now I want to use Fresnel to make the falloff transparent. I can only seem to use it to make the facing faces transparent. I figured I could just pipe it into an invert node, or a multiply node set to a negative number before going into the alpha, but neither of these work. Are there any good reasons why these methods don’t work? Any ideas how I can get around it? Thanks.