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

Tobias Oelgarte tobias.oelgarte at googlemail.com
Thu Jul 21 18:24:59 CEST 2011


This sounds really good. As impatient as users always are, I like to see 
it inside blender as soon a possible. ;-)

The minimum I would need is the normal of the material (in world space 
or/and local object space), together with the world space vector of the 
view. Do you have some hints on how you thought it to be implemented 
(how to access the data) after your discussion?

Greetings
Tobias

Am 21.07.2011 15:04, schrieb pete larabell:
> Hey guys,
>
> I wrote the patch to add reflection mapping (and could easily extend
> to other things like WS normals) to the material nodes.
>
> The issue behind the patch's delay is more of a logical issue of what
> parts of blender you want to expose to the node system.
>
> I spoke with kaito about this for a while and he had a good idea how
> we could do it without exposing render core internals.
>
> If I get a little more time I will implement the way kaito and I discussed.
>
> Cheers!
> Pete
>
> On Thu, Jul 21, 2011 at 2:15 AM, michael williamson
> <michaelw at cowtoolsmedia.co.uk>  wrote:
>> On 21/07/11 00:37, Tobias Oelgarte wrote:
>>> in
>>> this simple case. It could be much easier and powerful to have
>>> worldspace normals and maybe even the view-vector in wordspace
>>> coordinates. This would allow many new possibilities for reflection
>>> mapping and other cool stuff. On top of that it would work smoothly
>>> together with GLSL and shouldn't be so hard to implement. Maybe this can
>>> convince one of the programming gods to implement this feature?
>> It would be much easier!
>>
>> For reflection I've found the current system works fine, but if normals
>> were changed to world space then view would have to as well....
>>
>> It'd be nice to get object origins and current shading points world
>> coordinates available in the nodes too  so you could do "x distance"
>> from "empty" for example...
>>
>> I know you can a bit of that in texture nodes... but would be nice in
>> material nodes!
>>
>>
>>
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