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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