Thank you for the hint with the normal map node. I had overseen that it already delivers normals in object space. Together with the right colors (x: 1.0, 0.5, 0.5 y: 0.5, 1.0, 0.5, z: 0.5, 0.5, 1.0) it outputs the local normalized axes. Since i can ignore scaling for the most part, it should be already sufficient for my current task.
Am 31.01.2013 13:33, schrieb Brecht Van Lommel: > I think a Transform node which can transform a vector/point between > two spaces (object, world, camera) is probably easiest to use for > nodes and not too low level. If you want the individual axes you can > extract them by doing a transform with (1, 0, 0), (0, 1, 0), (0, 0, > 1). Such a node is on the todo list, it's not very difficult to > implement. > > It's already possible to get the object axes with the normal map node > this way, but they will be normalized. > > Brecht. > > On Thu, Jan 31, 2013 at 12:17 PM, Tobias Oelgarte > <tobias.oelga...@googlemail.com> wrote: >> That is a nice outline, but i also have to assume that implementing it >> would take a lot of time. But till then the user has no true way to do >> anything in that direction, even if he implements the functionality >> using vectors instead of matrices. >> >> Having the three vectors is an easy way to transform between Cartesian >> coordinate systems. Multiplying global vectors with the axes gives the >> local vectors, multiplying local vectors with the transposed axes gives >> global coordinates and so on. Something very simple i can't do at the >> moment, because deriving the axes itself is very expensive, limited and >> not very precise with the currently available data. > _______________________________________________ > 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