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
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