Here’s a customized shape which has surface’s texture to be the z coordinate of all pixels, from Normal Texture Coordinate:
Here’s what I tested:
The z coordinate of the pixels which are…:
…orthogonal to the z axis, are evaluated 1 (i.e. the maximum value).
…rotated 45° from the z axis, are valuated 0.7.
…0° from the z axis, are valuated 0 (i.e. the minimum value).
I have questions, please help me:
How does Normal Texture Coordinate evaluates pixels?
If a face is 90° to a direction specified by Normal Texture Coordinate (in this case, the z axis), then that face has the maximum value, which is 1, OK makes sense.
But if a face is 45° to that direction, then the value of that face should have also been half the value of 1, which is 0.5, right? Why and how did Blender calculate it to be 0.7?
What would happen if I rotated the pixels 170° instead, which means almost parallel to the z axis?