Paint inside base of cube?

Newbie with the materials here. I am trying to paint a bunch of cubic shapes. They are collections of glTF’s as 3Dtiles. I can’t get their vertices. but otherwise materials work on them as they would on a static mesh. I would like to paint these cubes with semi-transparent sides and top, and an opaque white base on the interior of the cube, facing upwards, like in this drawing:

Screen Shot 2021-11-27 at 7.59.37 PM

I was successful at creating a cube with semi-transparent sides an opaque white top:

Now I want to push the coloring of that white top down to the inside base of the cube and use a semi-transparent top. Here is my attempt, but it’s not going well:

How might I achieve a semi-transparent cube with an opaque white inner base?

It looks like the problem is in the nodes leading up to Saturate. Why are you multiplying Abs World Position by a negative value? The base of the cube in world position is at 0, so it being multiplied by a negative is going to remain zero for the base. That data is getting -1 added to it, which is probably why the top face appears to be a saturated solid blue rather than translucent. Saturate is similar to the Add node, from what I’ve learned, and so it’s probably adding to the -1+z (Mask B added to -1 for Height) you did. It would mean the saturate is reduced by -1 and lifted up again to where it was before. You shouldn’t use Absolute World Position, but Local Space. There’s a Transform node to get from World Space to Local Space in terms of Position, and you’ll probably need to use different numbers since a mesh’s default pivot is in its center (which is 0.5 scalar units away from every side of the cube for an unmodified default cube, or 50 Unreal Units / cm in measured units).