j00ey
07-06-2005, 04:43 PM
I'm trying to make a shader that will give me a light colour where my [poly] surface is very curved [ie where the rate of change of the normals is high] and black where the surface is flat.
I thought I could do it with the pointOnMeshInfo node [using a method adapted from the dirt shader tut on here - http://smorigin.scm.cityu.edu.hk/intranet/easn/docs/HowTos/index.html ] but pointOnMeshInfo doesn't have a tangentU and V... instead it has positionX,Y & Z and normalX,Y & Z
is there some way i can use these to work out curvature? or any other way on a poly surface?
thanks in advance
j
I thought I could do it with the pointOnMeshInfo node [using a method adapted from the dirt shader tut on here - http://smorigin.scm.cityu.edu.hk/intranet/easn/docs/HowTos/index.html ] but pointOnMeshInfo doesn't have a tangentU and V... instead it has positionX,Y & Z and normalX,Y & Z
is there some way i can use these to work out curvature? or any other way on a poly surface?
thanks in advance
j
