Recently there was an interesting question posted on the list about normal displacement while keep the nice sharp edges generated using a vertex cusp sop. While looking at a posted solution, I cannot seem to eliminate the normals smoothing incorrectly, as you can see from the image.Is there anything I should be looking at inside the shader to eliminate this.
rob
shaders > normals > cusping
2606 3 1- circusmonkey
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- mrCatfish
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Hm, interesting. I looked at your example and then at how I had described it on the list, and it looks like you did exactly what I did. I'm not sure if my example did the same and I just hadn't noticed, but I'm going to have another play with it, but would be good to see if anyone else has a chance to have a look and offer a solution.
Sean Lewkiw
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Machine FX - Cinesite MTL
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Machine FX - Cinesite MTL
- tamte
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normals you are importing in shader are in object space, but they need to be in camera space to work correctly
so just put Transform VOP after importing them (after parameter1 node)
set
Interpretation to Normal
From Space to spacebject
To Space to space:current or space:camera
so just put Transform VOP after importing them (after parameter1 node)
set
Interpretation to Normal
From Space to spacebject
To Space to space:current or space:camera
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- circusmonkey
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