See also Blending: Linear Burn vs. Color Burn


https://s3-us-west-2.amazonaws.com/secure.notion-static.com/d9eee388-fcc7-4a4e-8052-d484c4df5dbe/Untitled.png

https://i.imgur.com/WEvAMlI.gif

The Max node keeps the center bright.

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/f84ce5ac-a2ba-4726-9e83-60e3b4a062be/Untitled.png

https://realtimevfx.com/uploads/default/original/2X/8/8c6e65bf9ac25115970123396740fb8e4479f6fd.gif

https://s3-us-west-2.amazonaws.com/secure.notion-static.com/42fb0979-c07c-46a7-a43c-40e6778ae9d1/Untitled.png

https://realtimevfx.com/uploads/default/original/2X/2/2e90ca8bb74afe7f5a428d17bc571afc359cab36.gif

When I do translucent stuff, I run it through a Ceil node after the subtract to make sure I’m getting every bit of value out of my texture, then multiply the Ceil by the original Alpha/Mask/Etc. I will give your setup a try though

Smoothstep

Smoothstep: “Returns a smooth Hermite interpolation between 0 and 1, if x is in the range [ min , max ].” This, according to microsoft. Essentially it takes your value and remaps it as if it lay between min and max instead of 0 and 1. To better visualize that, here’s a graph for smoothstep(.2,.4, (x=y));

https://realtimevfx.com/uploads/default/optimized/2X/3/3236aa40e6a6b05036ab99aae7540b7218bd3745_2_500x500.jpeg

black is x=y, red is the result of the smoothstep

Sidenote: This is an artist rendition of what happens, to help visualize it when making your shaders, in reality this function is a lot more squiggly and smooth, therefore smoothstep.


As you can see any value outside of .2 and .4 will become either 0 or 1. Any value between .2 and .4 will smoothly interpolate between 0 and 1.

How to use

That is kinda up to you, but here’s how I use it:

https://realtimevfx.com/uploads/default/original/2X/f/fb7ea166a4dff94496a5aeacb6bec28c02fa6d28.jpeg

Here, Curve will decide how far along the 0 to 1 value I animate the cutout, and soft will decide how feathered my cutout is. Here’s an example: