[rendering] Bent Normals
| Date : Thu, 07 Feb 2008 15:44:56 +0000 |
| To : XSI(at)Softimage.COM |
| From : Amaan Akram <xsilist(at)warpedspace.org> |
| Subject : [rendering] Bent Normals |
Hello everyone,
I am just trying to get my head around bent normals in Mental Ray -- following is my (mis?)understanding of what they are (please correct me if I am wrong)
-a bent normal is a direction vector that is calculated by taking an average of all the un-occluded samples fired from around the surface normal of an intersection point
-for completely un-occluded areas, a bent normal is the same as the surface normal
Based on the above understanding, I run two tests
Test case 1
Take a default primitive grid, plug a Vector State node straight in to the Surface port of the Material node and set the Vector State to "Normal Vector"
Test case 2
Take a default primitive grid, plug an Ambient occlusion node straight in to the Surface port of the Material node and set the ambient occlusion output mode to "Return Bent Normals (World Space)"
According to my understanding of bent normals, both the above test cases should produce the exact same result--but they don't. The RGB output for the shader in both test cases should be:
R: 0
G: 255
B: 0
The above mentioned result is the output of Test Case 1 (with Vector State node), but...
in Test Case 2, the RGB output is: R: 127 G: 255 B: 127
I think the AO node is adding 0.5 to all three XYZ components before sending the output to a Vector2Colour node. The question is, why is 0.5 being added?
Thanks Amaan ========================================
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