If I multiply two vectors using the multiplier vsl object do I get x1*x2, y1*y2, z2*z2?
Yes, if you don't select individual channels. The reason your material doesn't work is because you're multiplying the cr.x VSL vector by the brushtuner.x channel, without assinging any values to the brushturner channel. As all channels are initialized to zero by default, your bumpnormal object is working on an input value of 0 at all points. David Coombes [EMAIL PROTECTED] ... Good afternoon The standard brushing material multiplies the map coords by 10, .1 ,.1. So I figured I could create an SDS object and define a vector channel and assign different values for different points on the object, pass these to the material, and use them to change the multiplier of the brushing material - that way I could bend the brushing direction as I liked. I recall studying the fish sample and remember this was how the wrinkles on the fins was controlled too. But when I tried to reproduce it it didn't work so I'm missing something fundamental. In the attached project file the two objects should look identical. The first has the standard brushing, the second passes an extra multiplier defined via the vector channel. If I multiply two vectors using the multiplier vsl object do I get x1*x2, y1*y2, z2*z2? Any ideas? Ta Geo -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/
