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| Date | 2012-10-30 10:03 +1030 |
|---|---|
| From | Sam Hodge <samh@rsp.com.au> |
| Newsgroups | comp.graphics.rendering.renderman |
| Subject | Re: silly shader question : curvature convex and concave. |
| References | <01857f8d$0$20667$c3e8da3@news.astraweb.com> <7d317646-f481-49e1-9537-cd912dba1b6a@googlegroups.com> |
| Message-ID | <508f1264$0$29864$c3e8da3$5496439d@news.astraweb.com> (permalink) |
| Organization | Unlimited download news at news.astraweb.com |
I have ended up with a ray traced approach, using a disk like an umbrella where rays are cast from the spokes of the umbrella paralell to the stem of umbrella and measure if they are longer or shorter than the stem itself. longer : convex shorter : concave Bakes of these were handed over to texture artists. sam On 12/10/12 05:17, lollipopshaders@gmail.com wrote: > Hi Sam, what does your shader source code look like and the resulting renders? That URL doesn't seem to work for me. > > I've done one that can be seen here with source code and renders, not sure how it works with sub-d surfaces: www.christoso.com/demoreel/edge-detection.png > > Christos >
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Re: silly shader question : curvature convex and concave. lollipopshaders@gmail.com - 2012-10-11 11:47 -0700 Re: silly shader question : curvature convex and concave. Sam Hodge <samh@rsp.com.au> - 2012-10-30 10:03 +1030
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