<html><head><style type="text/css"><!-- DIV {margin:0px;} --></style></head><body><div style="font-family:tahoma,new york,times,serif;font-size:10pt">To me, it seems like you would just take the difference between the two surface normals. I would use positive numbers for diverging vectors (hills), and negatives for converging (valleys), with some accommodation for unit-space density, since there are more faces/edges at creases (generally) to sculpt and define the surface, which is irrelevant in metal forming. <br><div> </div>----------------<br>Sent by Roger Wickes for intended recipient. If you are not the intended recipient, please delete this message and contact Mr. Wickes immediately.<div><br></div><div style="font-family: tahoma,new york,times,serif; font-size: 10pt;"><br><div style="font-family: arial,helvetica,sans-serif; font-size: 13px;"><font size="2" face="Tahoma"><hr size="1"><b><span style="font-weight: bold;">From:</span></b> Brecht
Van Lommel <brecht@blender.org><br><b><span style="font-weight: bold;">To:</span></b> bf-blender developers <bf-committers@blender.org><br><b><span style="font-weight: bold;">Sent:</span></b> Thursday, December 25, 2008 3:51:40 AM<br><b><span style="font-weight: bold;">Subject:</span></b> Re: [Bf-committers] Curvature Input<br></font><br>
Hi,<br><br>Mathias Panzenböck wrote:<br>> Normals do not work because the effect is view vector independent and it<br>> distinguishes between "hill tops" and "valleys". But using a effect dependant on<br>> a x/y/z offset will obviously not work, because the surface is round. Its a<br>> bronze statue where there is corrosion in grooves and where there is shiny<br>> bronze otherwise.<br><br>Curvature is typically computed at edges, with the dot product between <br>the normals of two adjacent faces. I don't think there is a way to get <br>that kind of result with existing options.<br><br>>> I'd like to make a material which color depends to the curvature of<br>>> the surface<br>>> of the mesh. I figured this would be much like the stress input<br>>> option for<br>>> texture coordinates. So my question is, at which files I'd have
to<br>>> look to add<br>>> such an option?<br><br>You basically answered the question yourself, just find files with the <br> word "stress" in them and implement it similarly. It really would be <br>exactly same code except for the function that actually computes the <br>values.<br><br>Brecht.<br>_______________________________________________<br>Bf-committers mailing list<br><a ymailto="mailto:Bf-committers@blender.org" href="mailto:Bf-committers@blender.org">Bf-committers@blender.org</a><br><a href="http://lists.blender.org/mailman/listinfo/bf-committers" target="_blank">http://lists.blender.org/mailman/listinfo/bf-committers</a><br></div></div></div><br>
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