Hi
Render in progress, so I don't dare verify this atm :) There is now a
builtin
value/output for this, since it's needed so frequently. The variable is
called
ray*surface normal. The * is actually a dot operator, not a multiplication,
afaik, and will return the surface viewing angle. As always, it is negative
on the front so you should use absolute value on it. So it would go
something like:
Variable Angle (float)
operation absolute value (input:ray*surfacenormal, output:angle)
And those two lines are all that is needed to use viewing angle for
anything you
like. You can also get it by adding a glass material from the wizard, but
I'm not
sure if it uses the automatic surface normal, or the more manual bump
normal (in
which the 'dotting' is done beforehand).
Regards,
Karl
Hey everybody,
I'm wrecking my brain over building a material that looks white when
you're
looking at the surface, and as viewing angle decreses it turns to black.
I
know that's got to be simple, and might even exist already in RS, but I
can't figure out how to calculate vectors and angles in VSL... :(
The effect I'm after is to have a nice&shiny white object with clear
definition that I hope results from black falloff.
Sorry if this is confusing.
Any ideas?
Daniel