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dyei nightmare

¿ how do you use: vector ptransform(string tospace, vector vec) ?

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just wondering how do you use ptransform(vector vec, matrix transform)    

on which context operates, and in which cases is it usefull?

and by the way, what does it mean: "space:ndc" Normal Device Coordinate space. ?

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18 hours ago, dyei nightmare said:

 

and by the way, what does it mean: "space:ndc" Normal Device Coordinate space. ?

Screen space, basically. Name was introduced by OpenGl or something, as normalized position of mouse pointer on screen, and such. One corner is 0 0 while diagonal corner is 1 1. If you doing something with SHOP shaders, you'll want to use other options as well. P in SHOP is in camera space, so if you want some noise pattern in world space instead, you'l convert P with this thing.

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9 hours ago, amm said:

Screen space, basically. Name was introduced by OpenGl or something, as normalized position of mouse pointer on screen, and such. One corner is 0 0 while diagonal corner is 1 1. If you doing something with SHOP shaders, you'll want to use other options as well. P in SHOP is in camera space, so if you want some noise pattern in world space instead, you'l convert P with this thing.

interesting, and what is the diference between  local space and world space?, i thought it was like local vs global transforms, like,  vectors considering a 0 cordinates based on the entire world, and local considering something like 0 cordinate on geometry center but that doesnt work

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Local space does work here - each pair of boots is separate object, noise pattern is following the transformation. In this example, ''current'' space is camera space.

local_space.jpg

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