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neepneep

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by neepneep » Mon Nov 14, 2011 5:22 am
Is it possible to use ISL to colour faces depending on their normal?
If so, how ?

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OnoSendai

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- Location: Wellington, NZ
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by OnoSendai » Mon Nov 14, 2011 6:20 am
normalWS() returns the shading normal in world space

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CTZn
- Posts: 7240
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- Location: Paris, France
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by CTZn » Mon Nov 14, 2011 8:14 am
in other words you can blend materials depending on the shading normal relative to a world direction, not relative to the geometric normal itself.
Still that may be usefull for leaves, a field left to explore. Being able to determinate wether the shaded point is on the positive or negative side of the normal is an active request !
obsolete asset
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neepneep

- Posts: 413
- Joined: Wed Jun 28, 2006 10:21 am
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by neepneep » Mon Nov 14, 2011 12:04 pm
That worked - well sort of - I just found I needed the render to be flat shaded as well showing just the different coloured normals. Instead I ended up breaking up the mesh manually according to the normals, assigned each one a new material and then used the 'material id' render mode in Blendigo. Worked perfect and mega fast! Can't show it though unfortunately

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