1
$\begingroup$

Vector to orient normal node

Hi, I´ve followed this: How to correctly drive a normal node with lamp rotation?

I´ve tried the same setup but I need an empty to drive the direction of the mapping node onto the normal shading. I think the problem is on the curve drive. What I need is to translate the empty on world space and the mapping node will update the normal node as if it was the "light" direction. Please help.

| improve this question | | | | |
$\endgroup$
1
$\begingroup$

I propose a similar setting, but where the normal is driven by a vector defined by the difference between the empty location and the rendered point location (that could be whole sphere location instead).

Here is opposite views when the empty is moving:

enter image description here

Here is the material setup:

enter image description here

  • The driver is set on the location vector of a mapping (with no input)
  • From that there is the calculation of the difference between the driven values and the rendered location
  • The output is normalized and plugged as normal vector

Each driven axis is defined this way, respectively for X, Y and Z:

enter image description here

| improve this answer | | | | |
$\endgroup$
  • $\begingroup$ This setup will not work for other objects surrounding the empty. Their light directions are all dislocated. $\endgroup$ – Pierre Schiller Nov 7 '18 at 22:25

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.