Hair Normal
VEX node
Generates a normal vector which always faces the camera, parallel to the incidence vector.
See also: Hair Diffuse, Hair Specular
This vop generates a normal specifically for use in the lighing models for curves (hairs). This normal is based on the tangent vector of the curve (hair) and will always face the camera, parallel to the incidence vector.
Inputs
|
nI |
The incident direction ray used in the calculation of the curve normal. Implicitly, the normalized global variable, I, is used. The incident vector should be normalized if explicitly connected as an input. |
|
nT |
This is the vector tangent to the curve (hair). Implicitly, the normalized global variable, dPdt, is used. If a tangent vector is explicitly connected as an input, it must be normalized. |
|
ss |
This is the u texture coordinate attached the curve (hair) primitive. Implicitly, the normalized global variable, s, is used. This is used if the Do Rounding toggle is on, to give the curve an interpolated normal. This gives the appearance of a rounded surface across the curve width. |
Parameter
|
bow |
This is the "Do Rounding" toggle. If on, it causes the curve to have an interpolated normal. This gives the appearance of a rounded surface across curve width, perpendicular to the tangent (length) of the curve (hair). It is recommended this toggle is on. |
Outputs
|
hairNn |
A normal vector for use with hair lighting models. |