Fuzzy
Soft Edges and a better control than static blur
This shader manipulates surface normals, viewing angles, and object transparency
to get soft edges. It works best with convex, smoothly curved objects (such as
spheres and the like). It allows the fall-off to be gradual or to have a visible
"step" for more of a glow type effect around the object.
OPTIONS:
- Sharpness
This controls the sharpness of the transition between the 'solid' of the
object and the fuzzy exterior. A value of 0 will have no 'step' - the object
will transition smoothly to the fuzzy exterior.
As values increase, you will see a solid edge to the object, and then the
diminished intensity of the fuzzy exterior.
- Low Threshold
This value sets the point at where the 'object' ends and the fuzzy edge starts.
A value of zero gives no object - only fuzz.
- High Threshold
This value sets the outward distance for the extent of the 'fuzz'. A full value
(90) represents the original outline of the object, with lower values shrinking in size.
- Falloff
This controls the type of falloff - the rate of the transition in the transparent
part of the object. It varies from zero(very quick initial falloff, with a long
tapering decline), to one (long intensity, with a quick falloff at the end).
NOTES:
- This shader works best with convex, smoothly curved objects (such as spheres and the like). Very angular objects or objects with cavities will produce interesting (or weird!) results.
Jason Bright
Developer Support - Softimage Montreal
Revision History:
October 15/95 - Initial Version
November 12/95 - Fix reflection problems
January 20/96 - Added new falloff function