Hey guys, I wrote the patch to add reflection mapping (and could easily extend to other things like WS normals) to the material nodes.
The issue behind the patch's delay is more of a logical issue of what parts of blender you want to expose to the node system. I spoke with kaito about this for a while and he had a good idea how we could do it without exposing render core internals. If I get a little more time I will implement the way kaito and I discussed. Cheers! Pete On Thu, Jul 21, 2011 at 2:15 AM, michael williamson <micha...@cowtoolsmedia.co.uk> wrote: > On 21/07/11 00:37, Tobias Oelgarte wrote: >> in >> this simple case. It could be much easier and powerful to have >> worldspace normals and maybe even the view-vector in wordspace >> coordinates. This would allow many new possibilities for reflection >> mapping and other cool stuff. On top of that it would work smoothly >> together with GLSL and shouldn't be so hard to implement. Maybe this can >> convince one of the programming gods to implement this feature? > > It would be much easier! > > For reflection I've found the current system works fine, but if normals > were changed to world space then view would have to as well.... > > It'd be nice to get object origins and current shading points world > coordinates available in the nodes too so you could do "x distance" > from "empty" for example... > > I know you can a bit of that in texture nodes... but would be nice in > material nodes! > > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers