Re: Normals

Date : Tue, 19 Sep 2006 11:40:50 +0100
To : XSI(at)Softimage.COM
From : "Alan Jones" <skyphyr(at)gmail.com>
Subject : Re: Normals
Or you could create a pair of shaders. One that's used for
displacement and it's job is to store the XYZ position in some funky
data structure (perhaps using thread local storage) and have it able
to be looked up by UVs. You'd need to have a set of non-overlapping
UVs to store them in though. Then your other shader could look up the
position from the texture and use that to calculate the displacement
distance.

Though I'm not sure what you're doing here other than creating a copy
of the displacement map - which you probably already have (or can
rendermap easily enough).

Cheers,

Alan.

On 9/18/06, Halfdan Ingvarsson <hingvars(at)softimage.com> wrote:
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
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  • References:
    • RE: Normals
      • From: "Halfdan Ingvarsson" <hingvars(at)Softimage.COM>

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