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This probably can't be done, but I want to be sure. Is there a way to assign
some kind of color_map to an object so that the actual color depends on the
vector of the surface normal? For example, if I were using a mountain
surface and I wanted realistic snow fields on it, it would be useful to be
able to have the parts with surface normals pointing mostly up to be
colored white, and parts with the up part of the vector ~ 0 to be colored a
stone-like shade, since snow would mostly collect in the ravines and not on
the sides of the cliffs.
-Justin Smith
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