how i can isloate areas of my surface where the normals of neighbouring faces are orientated to each other over ore below a certain angle. maybe the dotproduct plays an important role here ?? BUT I've no real understadig of the math ... further i ve no idea how to compare the relevant normals to each other. I had a look at the edgefalloff - vop where the dotproduct of I and N is calculated but how to tell the shader to look at the relation of every neighbouring normal...
i don't know if thats the right attempt but my goal is to isolate areas with steeper faceangles
hm ... thanks for your thoughts .. i think the angle between two vectors can be calculatet with the dotproduct divided with the magnitude of the vectors.... my problem is that i don't know how to tell the shader to look at EACH adjacent vector.
maybe i am askig the wrong questions ...
basicly i just want to do what the groupsop method edward metioned does, but in shading context with a smooth falloff....
some further suggestions would be great