baandersnatch
07-26-2007, 04:34 AM
Yeah, so I got a brain scratcher on my hands. I want to be able to squash a polygon model based on the camera/facing ratio. However, it has to be done in such a way so that the edges/boundary of my model remain unsquashed and dimensional, yet the inside part of the model gets squashed inward, leveling that part of the model out like a plate. So what I'd be left with is a model that has a dimensional silhouette with the rest of it flattened. Kind of like taking a fully sculpted character and reducing it to a gingerbread cookie based on the camera.
I think I have a solution, except it's missing one very important step. What I do is just apply a squash deformer and constrain its orientation to the camera. The missing step is that I need to able to apply a fresnel/facing ratio shader to the "factor" channel of the squash deformer. The problem is that the "factor" channel is unmappable.
So does anyone either know how to come at this from a different angle or make the "factor" property mappable? Any and all help would be MAGNANIMOUSLY appreciated!!!
I think I have a solution, except it's missing one very important step. What I do is just apply a squash deformer and constrain its orientation to the camera. The missing step is that I need to able to apply a fresnel/facing ratio shader to the "factor" channel of the squash deformer. The problem is that the "factor" channel is unmappable.
So does anyone either know how to come at this from a different angle or make the "factor" property mappable? Any and all help would be MAGNANIMOUSLY appreciated!!!
