Timeline for Directional camera based shader
Current License: CC BY-SA 4.0
21 events
when toggle format | what | by | license | comment | |
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S Feb 9, 2023 at 8:27 | vote | accept | Brockoli Bruce | ||
S Feb 8, 2023 at 9:54 | vote | accept | Brockoli Bruce | ||
S Feb 9, 2023 at 8:27 | |||||
Feb 8, 2023 at 9:54 | vote | accept | Brockoli Bruce | ||
S Feb 8, 2023 at 9:54 | |||||
S Feb 8, 2023 at 9:54 | history | bounty ended | Brockoli Bruce | ||
S Feb 8, 2023 at 9:54 | history | notice removed | Brockoli Bruce | ||
Feb 8, 2023 at 9:53 | answer | added | Brockoli Bruce | timeline score: 1 | |
Feb 5, 2023 at 7:29 | comment | added | Brockoli Bruce | 1) The "flat" tag was just to indicate that that's the bottom flat plane of the cylinder. 2) Via a modifier like an armature deform, like it is in the mockup. 3) Yes, that's right! Though that would be the relative Z rotation for the faces. | |
Feb 4, 2023 at 23:46 | comment | added | Markus von Broady | 1) why does the color become flat on the first image? 2) By "The rotations in this image would happen as deformations, not as object rotations." do you mean the rotations would happen in Edit Mode or via a modifier, and therefore the shader wouldn't have the access to the rotations value? 3) Based on the mockups it seems what you're after is that the shading follows the camera (the shader coordinate space rotates together with the camera), but only in regards to Z rotation - do I get it right? | |
Feb 4, 2023 at 22:12 | answer | added | sybog64 | timeline score: 2 | |
Feb 4, 2023 at 15:00 | history | tweeted | twitter.com/StackBlender/status/1621886300537212928 | ||
Feb 4, 2023 at 12:31 | history | edited | Brockoli Bruce | CC BY-SA 4.0 |
modified the first image, added another mockup gif, updated text about file, changed order of gifs, updated the last image
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Feb 4, 2023 at 12:25 | history | edited | Brockoli Bruce | CC BY-SA 4.0 |
modified the first image, added another mockup gif, updated text about file, changed order of gifs
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S Feb 4, 2023 at 12:07 | history | bounty started | Brockoli Bruce | ||
S Feb 4, 2023 at 12:07 | history | notice added | Brockoli Bruce | Draw attention | |
Feb 3, 2023 at 12:16 | history | edited | Brockoli Bruce | CC BY-SA 4.0 |
file updated
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Feb 3, 2023 at 7:54 | history | edited | Brockoli Bruce | CC BY-SA 4.0 |
added mockup gifs, updated the file with suggestions
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Feb 2, 2023 at 21:36 | history | edited | Brockoli Bruce | CC BY-SA 4.0 |
image edit
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Feb 2, 2023 at 18:15 | answer | added | chedap | timeline score: 1 | |
Feb 2, 2023 at 17:24 | comment | added | Brockoli Bruce | I'm not sure on the title either but I am sure I want the camera/viewpoint to influence the effect. In my sketch, if you compare the front view and side view of either object you'll see that they are the same. This is because the effect would adapt to the new view angle, comparable to a fresnel effect. | |
Feb 2, 2023 at 16:29 | comment | added | chedap | Not sure if I'll be able to give exact answer, but: seems like "camera based" is a wrong lead. If object space and camera remain the same, rotating a sphere should have no effect. Seems like you just want to bake a world space normal map at rest position, then take its red component remapped from [-1;1] to [0;1]. It's close to what you're doing in the "old normals" shader. | |
Feb 2, 2023 at 11:51 | history | asked | Brockoli Bruce | CC BY-SA 4.0 |