Re: Dirty edge shader

Date : Wed, 1 Nov 2006 17:07:52 +0000
To : XSI(at)Softimage.COM
From : "Alan Jones" <skyphyr(at)gmail.com>
Subject : Re: Dirty edge shader
yeah - use ambient occlusion, get a vector state set to normal, invert
it (vector math) and plug it into the bumpmap input.

Cheers,

Alan.

On 11/1/06, Adam Seeley <adam.seeley(at)clearpost.co.uk> wrote:
Hi,

Was there some discussion a while ago about a dirty edge shader?

i.e. The opposite to an Ambient Occlusion shader which instead of darkening the inner corners of a room will shader the open corners and edges of a cube.


Adam.

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