It is done along the interpolated normal of the original geometry.
As far as the shading is concerned, this is an entirely new geometry and so there is no "original" normal left. So if you want the original normal at render time on a displaced geometry, you'll have to bake it into the mesh prior to rendering.
- ½
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Bernard Lebel
Sent: 18-Sep-06 17:40
To: XSI(at)Softimage.COM
Subject: Re: Normals
I don't know, you tell me?
What I'm looking for is to find out how is displacement knowing its
displacement direction.
Bernard
On 9/18/06, Francois Lord <francoislord(at)gmail.com> wrote:
> You want the difference between the Geometry Normal and the Interpolated
> Normal?
>
> Bernard Lebel wrote:
> > Hi,
> >
> > Displacement is happening along the normals.
> >
> > In the Render Tree, how can I retrieve that "normal" information
> > (before displacement)? For example, if I extract the normals with a
> > vector_state node, those normals can be expressed only in object or
> > world space, but not in "local" space (the Y or Z pointing along the
> > normal direction). I would need to have the normals expressed in
> > "local" space.
> >
> >
> > Thanks
> > Bernard
> > ---
> > Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in
> > body:
> > unsubscribe xsi
> >
> ---
> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
> unsubscribe xsi
>
---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi
---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi