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Lets have a thread about shaders

I have a model and I want to make it so the geometry outlines of the underlying torso/bra mesh show through the shirt, but not the underlying mesh itself. I also dont want the outlines of the shirt itself showing through (I have these on their own material). Preferably with the opacity of the outlines showing through being adjustable.

How would I accomplish this with Blender Cycles' shaders? I'm trying to accomplish a pseudo-translucency effect without actually making the top transparent.. Image related to show what I want to show through.
This board does not have good enough technical artists to answer this question. try a real CG website like polycount
I dont really get what you want but you could probably do it with material masking and compositing
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trying to get an effect like this
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You can render the scene twice with the shirt missing. Then you combine the two images by separating the contours. I used freestyle to generate the contours
I think what you want is to generate a FreeStyle outline for the girl's body, then in the Compositor apply it over a Freestyle render of the girl's clothes
If you don't want to use or learn FreeStyle (it's very powerful which means it takes a bit to learn it), you're still going to be doing stuff with the Compositor in order to combine two images (or generate the body outline and then combine it).

I don't think it's something you can easily do with a Shader unless you indeed use a mix node with your current toon shader + Transparent shader using say, a greyscale or white Freestyle output as the mix factor.

Incidentally if you are using Freestyle, take the time to setup render layers and render passes so that you can rerender the Freestyle without re-rendering the whole scene.

This isn't exactly what you want, but hopefully it's a jumping off point for you:
im not wanting freestyle outlines because I need to do this all with geometry outlines

I'm making a proof of concept for the shaders I'm gonna use in the game this model will be used in
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this is the closest i could get without messing with object/material passes, render layers, or modifying z-buffers

the way this works is you have a simple toon shader (the dot product of the normals of the scene's primary light source and the object the material is applied to plugged into a color ramp) with a shadeless white material
the tetrahedron and icosphere have unique, dedicated materials applied to them while their outlines share the same material
the icosphere material becomes transparent by taking it's "front/back" data (think backface culling) and inverting it
however, this also inverts the object's shading (areas that were in light now appear as if they're in shadow and vice versa)
to workaround this, i have a second color ramp set up the same as color ramp 1 but with the color stops swapped (cr1 has dark blue at 0 and light blue at 0.001, cr2 has light blue at 0 and dark blue at 0.001)

it's not quite what you posted in >>605805 but it's as close as i could get with no programming knowledge
Can always hope for a diamond in the rough over at >>>/g/
What you want is called BOIT - blended order independent transparency

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