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"Daniele Varrazzo" <piro(at)officine(dot)it> writes:
> How does it works? For each point where to get the pattern value,
> you must calculate the dot product between the surface normal and
> the point-source direction, like you were calculating the light
> amount in that point. Negative values cropped to 0, like shadows
> (or inverted if the optional "bidirectional" keyword is added,
> something like a "no_shadow") You could simulate many phisical
> phenomena, such as dust accumulating on horizontal surfaces, paint
> scrapped off from the metal wings of a plane by the wind... It could
> also fake the directional tranparency of tissue (if you put the
> source in the camera location and make higher flux value partially
> filtering... of course a mirror would show the trick).
I think this already exists, as a patch. The slope pigment is what
it's called, if memory serves. Was announced some months ago on these
groups.
--
Roland Mas
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