03 March 2004, 10:56 AM
i donīt know if i can help, on highend youīll find a toon shader that uses i think the facing ratio to achiev that wat you want - so try to reconnect it to the light direction (i donīt know how it called but its in there) :)
03 March 2004, 04:26 AM
I'm not too familiar with surfaceLuminance node.
First create your surfaceLuminance node, create a point light, create a surface shader.
1. Hook up surfaceLuminance outValue (scalar) to outColorR, outColorG, outColorB on the surface shader.
2. Open connection editor, load your point light shape node on the left, and surfaceLuminance node on the right.
3. Connect LightData (compound) to Light Data Array (array of compound attr).
That is the basic setup.
What the setup read, from the point light, when a ray hit the surface, light data will have light direction on that surface, if it is facing the light direction then it has value of 1, and 0 when it facing perpendicular to the light direction.
This will be use as output value of the surfaceLuminance node and then it will be pass to outColor of the surface shader.
The image I attach, using 3 surfaceLuminance node, and 3 point lights with connection to outColorR, outColorG, outColorB respectivelly
Hope this help
03 March 2004, 04:29 AM
Sorry, I forgot to attach the rendered image.
01 January 2006, 05:00 PM
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