> > >> this is probably because non-uniform scaling affects normals. because the > transformed normals might not be unit length, resulting > in undesirable lighting problems. (hint-normalize) makes > all normals unit length after they are transformed. > > Very interesting, and I take it I can call that in the scope of building more complicated objects consisting of multiple primitives? Then that also means I could procedurally build deformed objects, use (scale) to get them back to their proper size and have dramatic lighting in a controlled way!
Clearly I'm not so interested in literal realism here but I am very interested in getting more control over the exact way in which things are unrealistic. I'll play around with this. Thanks again, Kas.
