Graphics Reference
In-Depth Information
The totally shadeless Suzanne
2.
Rename the material as shadeless and save the file as 9931OS_09_shadeless.
blend .
How it works...
Thanks to the Is Camera Ray output of the Light Path node, all the light rays from the Camera
that directly hit the Suzanne mesh are rendered with the Emission material brightness (because
this material has a value equal to 1, which is due to its connection to the second Shader socket
of the Mix Shader node). For the other kind of rays (reflected, transmitted, and so on, first
socket = 0 value) there is no emitting material coming from the Suzanne mesh. Actually, there
is initially no material at all, and this gives a black, reflected Suzanne. Following this, to avoid
the black reflections, a Transparent BSDF shader has been connected to the first socket of
the Mix Shader node.
There's more...
The second method to obtain a shadeless object is as follows:
1.
Starting from the preceding file, select the Suzanne mesh, and in the toolbar of
the Node Editor window, click on the F button on the right side of the material name
data block to assign a fake user (this is to keep the material saved in the blend file
even if not assigned to anything). Then click on the X icon (to unlink the datablock).
 
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