Calculating Normals in Perspective Space?
Matt_Castle
Posts: 2,645
I’m trying to create Iray shaders that procedurally generate their colour maps based on their surface normals.
However, the “Normal” shader block seems to provide its vectors in world space, and I need the output in perspective/camera space to get the result I want.
What would be the correct method of converting from one to the other? I have tried searching what Iray documentation I can find, but while I can find some references to converting between world and object space, I can’t immediately find details on using perspective space (although it’s entirely possible I’m using the wrong terminology).