Using a Glass shader, presuming that a normal 'skin' texture has already been created:
Go to Shader Editor
Between the last shader for the 'skin' and the Material Output -> Ctrl+A -> Shader -> Mix Shader
Ctrl+A -> Shader -> Glass Shader
Glass Shader:
Beckmann
Rough = 0
IOR = 1.000
Glass Shader into upper Mix Shader shader input
'Skin' texture into lower Mix Shader shader input
Slide the Mix Shader Factor to turn object invisible
WARNING: When transitioning between visible and invisible, the contours of the object can be seen through the 'body'.
------
Using a Transparent Shader, presuming that a normal 'skin' texture has already been created:
Go to Shader Editor
Between the last shader for the 'skin' and the Material Output -> Ctrl+A -> Mix Shader
Ctrl+A -> Shader -> Transparent Shader
Ctrl+A -> Texture -> texture (for this, I used Voronoi)
Ctrl+A -> Converter -> Math
Transparent Shader BSDF output to Mix Shader upper shader input
Voronoi Texture Factor output to Math lower Value input
Math Value output to Mix Shader Factor input
To turn object invisible, slide Math Value from 1 to 0.
Objects inside the mesh, such as eyeballs and teeth, will remain visible.
Select the object
Properties -> Object -> Visibility -> Ray Visibility -> uncheck Transmission
Objects inside the mesh should now not show through the mesh.
previous page
|