The link doesn't work (well it asks to sign up). Anyway, the normals do represent the curvature of the mesh, though it's not perfect in some cases. As does the tangent, I think.<div><br></div><div>Joe<br><br><div class="gmail_quote">
On Tue, Dec 23, 2008 at 5:58 PM, Mathias Panzenböck <span dir="ltr"><<a href="mailto:grosser.meister.morti@gmx.net">grosser.meister.morti@gmx.net</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
Hi.<br>
<br>
I'd like to make a material which color depends to the curvature of the surface<br>
of the mesh. I figured this would be much like the stress input option for<br>
texture coordinates. So my question is, at which files I'd have to look to add<br>
such an option? The idea would be to make a material like used in this model:<br>
<a href="http://toratsuji.deviantart.com/art/Huntress-103603352" target="_blank">http://toratsuji.deviantart.com/art/Huntress-103603352</a><br>
<br>
This material seems not to depend on the normals but on the curvature.<br>
I don't know if the texture of this model is procedural or painted by hand, but<br>
I would suspect the former.<br>
<br>
Maybe one can achieve the same effect with the present options, if so how would<br>
I do that? But I don't think it would be easily possible.<br>
<br>
-panzi<br>
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</blockquote></div><br></div>