[Bf-committers] "Local" Socket from Geometry Node in Material Nodes
Tobias Oelgarte
tobias.oelgarte at googlemail.com
Fri Apr 8 10:51:21 CEST 2011
I experimented with the material nodes and stumbled upon the geometry
node. It delivers the global, local, view and orco coordinates. What i
find quite confusing is either the naming or implementation of the
"local" socket. From the name you could assume that this is the
coordinate inside the local space of the object. But is the local
coordinate on the screen, which is exactly the same as the view socket,
except that it isn't normalized. Wouldn't it be better if this node
would deliver the local space coordinates instead?
I tried to build something like a portal and i know that compositing can
do the job, but is for some cases really hard to set up. It would be an
easy job to display an object only on one side if i could map the local
coordinates to alpha. But i can't since global is global, view/current
local not useful and orco is always adjusted to the mesh itself (min/max).
My goal was it to be able to rotate the object in object-mode so that
the axis (y for example) tells on which side (negative y-values) the
object is displayed or not. Then you could move the mesh (by armature or
something else) and it would only displayed in front of the x-z plane
with the rest cut up.
I uploaded an simple example to http://www.pasteall.org/blend/5971
It should illustrate why actually delivering the local coordinates of
Suzanne could be great.
Greetings from Tobias Oelgarte
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