Orientation of UV at surface point p
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 13/03/2004 at 02:42, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.503
Platform: Mac OSX ;
Language(s) : C.O.F.F.E.E ; C++ ;---------
I have a channel shader which is using another shader as input.It's easy to sample the secondary shader at the correct point. However, how can I retrieve the "orientation" of the UV-Map at my surface point p?
Thanks for any help!
Klaus
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 13/03/2004 at 10:37, xxxxxxxx wrote:
Maybe could just drop a not if vd->GetDUDV() delivers the necessary information, so that n, ddv and ddu deliver the the needed matrix?
Thanks
Klaus
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 16/03/2004 at 23:07, xxxxxxxx wrote:
ddu and ddv were on the right track... however, ddu and ddv are probably *not* necessarily perpendicular to each other, are they?
Kabe
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 18/03/2004 at 01:03, xxxxxxxx wrote:
The docs only say that they are perpendicular to the normal, so I guess they could even be parallel in pathological cases. What are you using the "orientation" for, and what do you mean more precisely by "orientation"?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 18/03/2004 at 02:19, xxxxxxxx wrote:
By "orientation" I mean the UV-direction of the UV Map seen perpendicular to the normal n. I realized in the meantime that the direction could be generated out of ddu *or* ddv - though the result is often different.
BTW: Are ddu/ddv normalized?
Thanks
Kabe