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 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
