X and Y rotations are easy. You just need to use the R value for Y and the
G value for X and multiply by 90. The Z - I'm not sure what to do there.

set cut_paste_input [stack 0]
version 8.0 v1
Camera2 {
 inputs 0
 translate {0 0 5.480000019}
 name Camera1
 selected true
 xpos 79
 ypos -164
}
set N1f4fa180 [stack 0]
CheckerBoard2 {
 inputs 0
 format "256 256 0 0 256 256 1 square_256"
 name CheckerBoard1
 selected true
 xpos 192
 ypos -171
}
Card3D {
 inputs 2
 rotate {{normalValue.g*90} {normalValue.r*90} {normalValue.b*90}}
 name Card3D1
 selected true
 xpos 192
 ypos -60
 addUserKnob {20 User}
 addUserKnob {18 normalValue R -1 1}
 normalValue {-0.1099824831 0.3830043972 0.9200040698}
 addUserKnob {6 normalValue_panelDropped l "panel dropped state" -STARTLINE
+HIDDEN}
}
push $N1f4fa180
push $cut_paste_input
Sphere {
 name Sphere1
 selected true
 xpos -40
 ypos -138
}
push 0
add_layer {N N.x N.y N.z}
ScanlineRender {
 inputs 3
 motion_vectors_type distance
 output_shader_vectors true
 N_channel N
 name ScanlineRender1
 selected true
 xpos -40
 ypos -67
}
Shuffle {
 in N
 name Shuffle1
 selected true
 xpos -40
 ypos -43
}
Merge2 {
 inputs 2
 name Merge1
 selected true
 xpos -40
 ypos 44
}




Ron Ganbar
email: [email protected]
tel: +44 (0)7968 007 309 [UK]
     +972 (0)54 255 9765 [Israel]
url: http://ronganbar.wordpress.com/


On Fri, Feb 21, 2014 at 2:41 PM, Gustaf Nilsson <[email protected]>wrote:

> Hello
>
> Doesnt look like it is as straight forward as i hoped; I am trying to
> sample a colour from a normals pass and put those values into the rotations
> of an axis to align its angle with the surface.
>
> is there a fancy formula for this?
>
> Thanks
> Gustaf
>
> --
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