Electron microscope shader

   6690   6   1
User Avatar
Member
57 posts
Joined: 4月 2006
Offline
hiya,
iam back in the vex exploring business and i am tryin to achieve
an electron microscope shader look..
i am really stuck in the begining trying to achieve the diffuse color
to get white when the incidence angle is 0 (at the boudnaries of the geometry)
and black when the angle is 90…

kind of like the edge fallof but inverted…
i tried to disect the edge fallof but had no luck… any ideas to get me started?


cheers J.
User Avatar
Member
57 posts
Joined: 4月 2006
Offline
kind of like this one .. but a bit less diffuse on the 90 angles..
more black there..

http://pixel-samurai.blogspot.com/ [pixel-samurai.blogspot.com]
User Avatar
Member
7721 posts
Joined: 7月 2005
Online
A very simple shader is something along the lines of:
Cf = 1 - abs(dot(normalize(N), normalize(I)))
(from Ivan DeWolf's post a long time back)
User Avatar
Member
57 posts
Joined: 4月 2006
Offline
that was quick


thanks i ll chjeck it right away
cheers
J
User Avatar
Member
99 posts
Joined: 9月 2006
Offline
check here
http://forums.odforce.net/index.php?showtopic=3770&hl=xray%20shader&st=0 [forums.odforce.net]
xray and microscope are quite similar?
hope this helps
there is some old pdf somewhere If i remember i will post it
z
User Avatar
Member
57 posts
Joined: 4月 2006
Offline
thanx! it works exactly as imagined…

I originaly used N not Ng for the normal it still produces the same result tho..
what is their difference ?..cant find any info anywhere….

J.
User Avatar
Member
57 posts
Joined: 4月 2006
Offline
Ok this is from Steve Upstill Renderman Companion…

“The shading normal vector N is by default equal to Ng but maybe different for shading purposes.If a displacement shader changes the surface normal it usually works on N and leaves Ng alone”

I wonder if the same thing happens with bump
  • Quick Links