Redirect Shader: Difference between revisions
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'''X shader:''' The shader | '''X shader:''' The shader attached to this input will think the surface normal points along the X axis. | ||
</li><li> | </li><li> | ||
'''Y shader:''' The shader | '''Y shader:''' The shader attached to this input will think the surface normal points along the Y axis. | ||
</li><li> | </li><li> | ||
'''Z shader:''' The shader | '''Z shader:''' The shader attached to this input will think the surface normal points along the Z axis. | ||
</li> | </li> | ||
</ul> | </ul> | ||
[[Category:Displacement Shader]] | [[Category:Displacement Shader]] | ||
Revision as of 11:58, 21 April 2012

Node Description and Purpose:
The Redirect Shader "tricks" the shaders which are attached to it into thinking that the surface normal points along the positive X axis, positive Y axis or positive Z axis. Basically it modifies the shading state variable for the surface normal before calling the shaders, so that they think they are displacing a surface with a different normal. Any shader that displaces along the normal will then displace along these directions. Displacement in the negative X,Y,Z directions is accomplished if the displacement shader displaces negatively (e.g. if it indents a surface rather than raising it).
Node Type: Displacement Shader
Settings:
- X shader: The shader attached to this input will think the surface normal points along the X axis.
- Y shader: The shader attached to this input will think the surface normal points along the Y axis.
- Z shader: The shader attached to this input will think the surface normal points along the Z axis.