Shader Based On Normals

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Hi Everybody….

I am trying to create a Terrain Shader. I have written Displacement shader, and facing a problem while writing surface shader. I want to shade the surface based on the slope, say Green for Horizontal surface and Red for vertical surface. Polygon Normal's Y component varies from 0 to 1 for Horizontal To Vertical. So I have a Spline which has Normal.Y as the input. It is giving me result, but the shader is changing as I move the camera. I tried all space combinations inside Vops. But not working. What can be the problem???

—-iamjaideep80
Jaideep Khadilkar
TD, Sciclone Motion Graphics
iamjaideep80 (Jaideep Khadilkar)
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If you cant find a node that does what you want, you could try something I've done before. Just put $NY into the the color of a Point Sop, then inport that into your vop network with a Parameter node (put Cd in the name).
But this will only work if you are also distorting the geometry itself, no good if your landscape is done entirely in displacements.
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Just using the global N or Ng if you want the geometric normal, with the direction space change vop to get it in object space. N by default will already be in camera space so you need to use the direction space change if you don't want it to change when the camera moves.
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