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Ray Mairlot
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Here's a shader which does as ideasman42 suggests:

enter image description hereenter image description here

The values of the empty sockets in the multiply nodes are all 0.

This works by taking the dot product of 0,0,1 and 0,0,-1 in object space, and mixing two shaders based on the result.
In this case, parts of the surface facing in the +Z or -Z direction (in object space) will be black, while the rest of the surface will be blue.

Using a shader has the advantage of keeping the text editable as text.

Here's a shader which does as ideasman42 suggests:

enter image description here

The values of the empty sockets in the multiply nodes are all 0.

This works by taking the dot product of 0,0,1 and 0,0,-1 in object space, and mixing two shaders based on the result.
In this case, parts of the surface facing in the +Z or -Z direction (in object space) will be black, while the rest of the surface will be blue.

Using a shader has the advantage of keeping the text editable as text.

Here's a shader which does as ideasman42 suggests:

enter image description here

The values of the empty sockets in the multiply nodes are all 0.

This works by taking the dot product of 0,0,1 and 0,0,-1 in object space, and mixing two shaders based on the result.
In this case, parts of the surface facing in the +Z or -Z direction (in object space) will be black, while the rest of the surface will be blue.

Using a shader has the advantage of keeping the text editable as text.

added 72 characters in body
Source Link
gandalf3
  • 158.3k
  • 60
  • 612
  • 1.1k

Here's a shader which does as ideasman42 suggests:

enter image description here

The values of the empty sockets in the multiply nodes are all 0.

This works by taking the dot product of 0,0,1 and 0,0,-1 in object space, and mixing two shaders based on the result.
In this case, parts of the surface facing in the +Z or -Z direction (in object space) will be black, while the rest of the surface will be blue.

Using a shader has the advantage of keeping the text editable as text.

Here's a shader which does as ideasman42 suggests:

enter image description here

The values of the empty sockets in the multiply nodes are all 0.

This works by taking the dot product of 0,0,1 and 0,0,-1 in object space, and mixing two shaders based on the result.
In this case, parts of the surface facing in the +Z or -Z direction (in object space) will be black, while the rest of the surface will be blue.

Here's a shader which does as ideasman42 suggests:

enter image description here

The values of the empty sockets in the multiply nodes are all 0.

This works by taking the dot product of 0,0,1 and 0,0,-1 in object space, and mixing two shaders based on the result.
In this case, parts of the surface facing in the +Z or -Z direction (in object space) will be black, while the rest of the surface will be blue.

Using a shader has the advantage of keeping the text editable as text.

added 352 characters in body
Source Link
gandalf3
  • 158.3k
  • 60
  • 612
  • 1.1k

Here's a shader which does as ideasman42 suggests:

enter image description here

The values of the empty sockets in the multiply nodes are all 0.

This works by taking the dot product of 0,0,1 and 0,0,-1 in object space, and mixing two shaders based on the result.
In this case, parts of the surface facing in the +Z or -Z direction (in object space) will be black, while the rest of the surface will be blue.

Here's a shader which does as ideasman42 suggests:

enter image description here

Here's a shader which does as ideasman42 suggests:

enter image description here

The values of the empty sockets in the multiply nodes are all 0.

This works by taking the dot product of 0,0,1 and 0,0,-1 in object space, and mixing two shaders based on the result.
In this case, parts of the surface facing in the +Z or -Z direction (in object space) will be black, while the rest of the surface will be blue.

Source Link
gandalf3
  • 158.3k
  • 60
  • 612
  • 1.1k
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