On a side note: The "Normal" node in compositor is confusing IMHO. What it actually does is a simple dot product, but it has only one input. The second vector argument used for the product is a constant defined in the first output vector and manipulated by the "sphere button" (which i find not very usable). I'm not really an artist, so i'd like to know if this node is actually a useful simplification of the dot product for artistic use (pseudo lighting?). For more flexible vector math a "real" dot product node with two vector inputs will be required nevertheless.
On Thu, Apr 21, 2011 at 9:13 AM, Lukas Tönne <[email protected]> wrote: > Yes, can do :) > Always wanted more vector math options anyway, which are lacking in > compo compared to material nodes. > > * Separate/Combine for Vector<->XYZ > * Dot product > * Cross product > * Length > * Vector add/subtract > * Scalar multiply/divide > * Possibly vector multiply/divide (i.e. non-uniform scaling), but can > be done with separate/combine > > This should give you a basic set of operations from which to build > more complex stuff if needed. > > Cheers, > Lukas > > On Thu, Apr 21, 2011 at 2:31 AM, Daniel Salazar - 3Developer.com > <[email protected]> wrote: >> I really need Separate/Combine nodes for vectors in the compositor, >> can someone add? >> >> cheers! >> >> Daniel Salazar >> 3Developer.com >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
