yjcnbnbnb200 Posted June 19, 2013 Share Posted June 19, 2013 (edited) In vopsop I have a constant node which is linked to the position of my camera, and I make a subtract from camera to each point position (the points are from my fluid surface), but I can not for sure whether my way is correct or not. I just need normal from camera space not world coordinate. normal_in_camera_space.hipnc Edited June 19, 2013 by yjcnbnbnb200 Quote Link to comment Share on other sites More sharing options...
anim Posted June 19, 2013 Share Posted June 19, 2013 believe it or not N in shader is already in camera space, no alteration in SOPs is necessary so you can remove your vopsops and just add N to your export image planes for cases where you actually need N or other attribute in world or object space you can Transform VOP in shader to convert from camera space to other, but not for your case Quote Link to comment Share on other sites More sharing options...
yjcnbnbnb200 Posted June 19, 2013 Author Share Posted June 19, 2013 believe it or not N in shader is already in camera space, no alteration in SOPs is necessary so you can remove your vopsops and just add N to your export image planes for cases where you actually need N or other attribute in world or object space you can Transform VOP in shader to convert from camera space to other, but not for your case Oh, I remember that transform node, thank you very much. Quote Link to comment Share on other sites More sharing options...
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