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ISL-question: color shader depending on normal angle to cam?

Posted: Wed Nov 23, 2016 10:31 pm
by zeitmeister
Hey there,
is there a way to access the polygon normal angle to the camera?
My aim is a material which blends steep-angled polygons invisible to the camera.
Thank you in advance!

Re: ISL-question: color shader depending on normal angle to

Posted: Thu Nov 24, 2016 12:22 am
by OriginalplanĀ®
I think you can set something like this up in Xpresso.
Combine the Indigo Cam tag and Indigo Comp tag with a Boole and a rangemapper.
Plus some custom inputs on cam.

Or set up something similar via Python in c4d.
Kinda the 2 most viable options i think.

Re: ISL-question: color shader depending on normal angle to

Posted: Thu Nov 24, 2016 12:28 am
by Oscar J
http://www.indigorenderer.com/materials/materials/1104

Doesn't this one use "camera normals"?

Re: ISL-question: color shader depending on normal angle to

Posted: Thu Nov 24, 2016 3:33 am
by zeitmeister
Oscar J wrote:http://www.indigorenderer.com/materials/materials/1104

Doesn't this one use "camera normals"?
Hehe, tried this one but without success...
But it's possible; I think about the invidible to camera option.
Only as a ramp...


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Re: ISL-question: color shader depending on normal angle to

Posted: Thu Nov 24, 2016 3:34 am
by zeitmeister
Originalplan[REGISTERED SIGN] wrote:I think you can set something like this up in Xpresso.
Combine the Indigo Cam tag and Indigo Comp tag with a Boole and a rangemapper.
Plus some custom inputs on cam.

Or set up something similar via Python in c4d.
Kinda the 2 most viable options i think.
Good hint! Gonna try something... thanks!
But I would prefer a clean ISL solution of course. :-)


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Re: ISL-question: color shader depending on normal angle to

Posted: Sun Jan 01, 2017 1:54 am
by CTZn
zeitmeister wrote:
Oscar J wrote:http://www.indigorenderer.com/materials/materials/1104

Doesn't this one use "camera normals"?
Hehe, tried this one but without success...
But it's possible; I think about the invidible to camera option.
Only as a ramp...


Gesendet von iPhone mit Tapatalk
if you snap the code into your own shader, you need to create two color parameters named C1 & C2 respectively.