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Re: silly shader question : curvature convex and concave.

Newsgroups comp.graphics.rendering.renderman
Date 2012-10-11 11:47 -0700
References <01857f8d$0$20667$c3e8da3@news.astraweb.com>
Message-ID <7d317646-f481-49e1-9537-cd912dba1b6a@googlegroups.com> (permalink)
Subject Re: silly shader question : curvature convex and concave.
From lollipopshaders@gmail.com

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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


On Tuesday, January 20, 2009 12:19:47 AM UTC-8, Sam Hodge wrote:
> I was wanting to calculate the convexity and concavity and curvature of
> a subdivision surface
> 
> I found this handy page here:
> http://studentpages.scad.edu/~mparro21/curvature/curvature.htm
> 
> but it didnt work out so well for a subdivision surface
> 
> I have tried replacing Dv(p) with Deriv(p,u) etc
> 
> but this hasnt made much difference to the outcome.
> 
> The idea is to drive the roughness of a shader with the inverse of the
> convexness.
> 
> not a very novel idea, I know, shiny on the outside, catch dust on the
> inside.
> 
> But it might just work, someone here at work mentioned it was used on
> Wall-E.
> 
> This plugin shows the idea:
> http://www.lightengine3d.com/downloads/plugins/curvature/testImages/statue1.jpg
> 
> Sam

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Thread

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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