Indigo 1.1.11
Wow!! Thanks Ono. I hope to have some time to try out all of the new shader functions but it may not be soon. I have been very busy and I'm in the process of purchasing a new house, so no time to do fun stuff. I did have one question, could you tell us what Indigo can pass to the shader function? I didn't see much in the manual unless I missed it somewhere. I am particularly interested in seeing if Indigo can or will pass the surface normal vector and the incident ray vector to the shader functions. Thanks again and great work!!
Grimm
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global texture mapping? does that mean you could define a texture that uses world coordinates for mapping?OnoSendai wrote:Hi Grimm,
right now the shaders can only access the hit position in world space, and the UV coordinates at the hit position.
I'll likely add access to the geometric and shading normals in the future.
I'm not sure about allowing access to the incident ray, there are some issues with such access.
Cool, thanks Ono. Is the issue programmatic or is it a problem with the shaders changing the incident vector? I would be fine with a read-only view of the vector if that would be better.OnoSendai wrote:Hi Grimm,
right now the shaders can only access the hit position in world space, and the UV coordinates at the hit position.
I'll likely add access to the geometric and shading normals in the future.
I'm not sure about allowing access to the incident ray, there are some issues with such access.
Grimm
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Sure, but texture coordinates have to be 2-d (for 2-d textures), and the world position is a 3-vector.StompinTom wrote:global texture mapping? does that mean you could define a texture that uses world coordinates for mapping?OnoSendai wrote:Hi Grimm,
right now the shaders can only access the hit position in world space, and the UV coordinates at the hit position.
I'll likely add access to the geometric and shading normals in the future.
I'm not sure about allowing access to the incident ray, there are some issues with such access.
Working with just the incident vector won't be possible, because the BSDFs have to be reciprocal to be physically plausible. But it should be possible to have physically plausible shaders that depend on both the incident and reflected vectors.Grimm wrote:Cool, thanks Ono. Is the issue programmatic or is it a problem with the shaders changing the incident vector? I would be fine with a read-only view of the vector if that would be better.OnoSendai wrote:Hi Grimm,
right now the shaders can only access the hit position in world space, and the UV coordinates at the hit position.
I'll likely add access to the geometric and shading normals in the future.
I'm not sure about allowing access to the incident ray, there are some issues with such access.
I won't allow the reflected vector to be changed, though.
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