View Full Version : laser beam on shield

10-12-2005, 09:15 AM
What is the best way to simulate a laser beam hit a transparent shield and form a irregular transparent ripple?

10-12-2005, 05:04 PM
I don't know if it's the "best" way, but I'd use the Ripple Procedural texture as either a Bump map, a Displacement map or both. Use a 100% transparent "glass" surface for the shield, and include the same geometry flipped with an "air" surface to get correct refraction calculations. Set the "glass" refractive index to something other than 1.0 (like 1.333 or so), the "air" to 1.0, and enable ray-traced Refraction to make the ripples visible. You'll have to have something behind the shield to refract, of course. The Edge Transparency shader can make the ripples and the edges shield more visible, if desired.

If you center the procedural where the laser intersects the shield using either explicit Position settings or a Null reference object, you can use either Falloff or a Gradient alpha layer to have the ripple effect fade away from where the laser strikes the shield. If you use a reference object Null you can base other surface changes on Gradients using it as the basis, such as a negative transparency layer (make the shield more opaque), positive luminescence layer, color change layer, etc.. This would allow you to show other effects on the shield, if that's what you want.


10-12-2005, 07:49 PM
You can use any procedural with falloff. Use a reference null to move the procedural around. This same procedural can be copied and pasted from one channel to other channels so that the color, diffuse, transparency etc are effected. :)