There might be an option to transform coords into world space, but I don't think so. What you could definitely do is
1) Create a custom vector channel WorldCoords 2) Create a VSL material 'World' that copies Coords to WorldCoords in the Surface Prop's 3) Create a top level parallel map of material 'World' that is 1x1x1 units in size with 0,0,0 at the world origin Then in all references to that material, you'll get absolute world coordinates. I think in local materials, you'll be able to reference the custom WorldCoords channel for that purpose. Though I can't rightly remember the order of evaluation - I don't do much RS these days. David Coombes [EMAIL PROTECTED] ... ----- Original Message ----- From: <[EMAIL PROTECTED]> To: "Juha Meskanen" <[EMAIL PROTECTED]>; <[email protected]> Sent: Saturday, December 02, 2006 4:29 PM Subject: VSL - World space coordinates > Hello, I wanted to emulate a certain material mapping method used in > an old game, guess which. ;-) > > The method works like this: For some types of geometry the game engine > uses the actual, untransformed, world space coordinates of the > geometry instead of a regular texture coordinate set to map images to > the surface. Is there a channel in RS that allows a material to get > the interpolated world space coordinate of the point on the surface > that is evaluated? > > Without reading any documentation I dug into the channel list in the > VSL editor and found the channel with the promising name > "Coordinates", it appeared to be working until I tilted the camera. > After several hours of brain-twisting I openend the reference manual > and found that this channel is out of bounds for this very reason... > Is there any way to do this? > > Kind regards, > Fredrik Bergholtz >
