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RSL displacement to slim template vector diff = normalize(N) - normalize(Ng); If "(Ng)" is found it is assumed the user is already applying normal differencing - refer to Steve May. If it is not found in the source code then Cutter adds the following parameter block to the Slim template.
parameter float UseShadingNormals {
label {UseShadingNormals}
description "Directly using the normal returned from
calculatenormal() causes polygons to appear
faceted. This parameter adds the offset of
the original shading normal to the calculated
normal. This re-smooths the polygons. For
more information refer to,
http://accad.osu.edu/~smay/RManNotes/WritingShaders
/disp.html#smooth
by Steve May."
default 0
subtype switch
}
It also modifies the body of the RSLMain block to include the following statements.
output "vector _dnormal = normalize(N) - normalize(Ng);"
output "P = P - n * hump * Km;"
output "N = calculatenormal (P);"
output "if([getvar UseShadingNormals] != 0) { "
output " N = normalize(calculatenormal(P)) + _dnormal;"
output " }"
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© 2002- Malcolm Kesson. All rights reserved.