I'm currently working on a eye shader that utilizes parallax mapping [1], but to do it right (better) i would need to have access to local axes of the object, so that i can transform vectors between local space and world space. I can retain them from the normal and tangents (radial x,y,z), but it are a lot of computations and the precession is not really sufficient. I could add drivers as well, but that introduces needless requirements.
So I'm asking if we could expose the axes of the local coordinate system in world space. We already have the origin of the shaded object in the object info node. Having three additional not normalized vectors (x-axis, y-axis, z-axis) would be nice. http://www.blendpolis.de/viewtopic.php?f=14&t=42940#p465811 Greetings from Tobias Oelgarte _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
