Material - Fading the edges (Edge Detection)

@TylerLeblanc, at least part of the issue in your material is the combination of that Subtract node with the OneMinus node. The way you have things set up, they are competing with each other; the OneMinus node (which does 1-x) is ‘inverting’ the value from the fresnel, and then that Subtract node is doing almost exactly the same thing (0.97-x), ‘inverting’ it back. Choose one or the other and you should start to see better results.

Here’s a very basic fresnel shader setup to illustrate how easily it can work:

And here’s a much more complicated graph, using a fresnel and some procedural noise to create the smoky-edge effect I was attempting to describe earlier:

(The noise in that example animates, which obviously you won’t be able to see in the image. But, trust me when I say I think it helps sell the effect nicely.)

I’m not sure attaching the material asset here will work, but here goes anyway, because things will become a lot clearer that way:

[Material asset][3]

Again, your specific needs might not involve a smoky look, but hopefully my example helps shed some light on some of the things you can do with a fresnel and other nodes in combination.

Cheers!

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