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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