[Bf-committers] Material Nodes: No normals in worldspace?

michael williamson michaelw at cowtoolsmedia.co.uk
Wed Jul 20 23:11:36 CEST 2011


On 20/07/11 20:14, Tobias Oelgarte wrote:
> way to influence the shading
> depending on the orientation (not location) of the faces itself.
>
> For example you would like to give any upward looking face an own
> material and fade it out to a second material, as the angle gets bigger.
> This can be achieved within viewspace, but only if you never intend to
> rotate the camera. Tilt it 180° to left or right and the bottom of all
> objects will show the first material instead of the second.
>
> So my questions are:
> a) Is there a way to access the normals in worldspace/localspace within
> material nodes?
> b) If not: Why was it never implemented? Seams to be very useful: Snow
> depending on surface angle; Trees covered with moss at the rain side,
> ice at the wings of a plane, etc.)
> c) Is there any workaround that would also work on animated meshes?
>
I also miss this!
Cycles allows you to access the normals in world space, so that's a 
small mercy!  I'd love to get this in BI!

There is a hack workaround... it uses a distant light, light group 
exclusivity and an extra material in your node setup.

Here's a video tutorial on how form Sebastian K

http://vimeo.com/23852345


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