I was wondering how to make an emitting material that glows on the inside and has the edges darkened.
So far I've only achieved an inverted version of what I want by mixing Emission shader and Fresnel.
I was wondering how to make an emitting material that glows on the inside and has the edges darkened.
So far I've only achieved an inverted version of what I want by mixing Emission shader and Fresnel.
The disconnected Shader socket on the Mix node will be providing what is effectively a ‘black’ material. The Mix mixes between what is on the’top’ input with what is on the ‘bottom’ socket based on the Factor - with 0.0 and less giving the ‘top’ one on the output, 1.0 and above givinn the ‘bottom’ one on the output and values between 0.0 and 1.0 giving a mix between them. Therefore, to ‘invert’ your result you could either manipulate the Factor (eg, mathematically subtract it from one) or, alternatively, just swap te Shader inputs - so the emission is connected to the bottom one and the top one is unconnected.
Another option here is to add a Color Ramp between te Fresnel and Factor and you can then manipulate the ramp to change the effect.
EDIT : For a more controllable transition you could use vector maths and a Color Ramp as follows :