nudgeNormal
Tilts a normal by a slope in x and y, turning a height field into relief.
nudgeNormal(n: Expr, dx: Expr, dy: Expr, hint: string = 'n'): Expr
Import materials from shaders/std and use materials.nudgeNormal.
Feed it the dx/dy of fdSlope or perlinSlope, scaled by how strong you want the relief. Works on a flat vec3(0, 0, -1) normal as well as a shape's normal.
Parameters
| Name | Type | Notes |
|---|---|---|
n | Expr | |
dx | Expr | |
dy | Expr | |
hint | string | Optional. Default 'n'. |
Example
const n = nudgeNormal(vec3(0, 0, -1), mul(relief.dx, 0.08), mul(relief.dy, 0.08))
See also
fdSlope— The value and slope of any field at a point:value,dxanddy.perlinSlope— The slope of smooth noise at a point, for wavy or molten relief.tiltNormal— Tilts a normal along and across a direction, for brushed or woven relief.geometricNormal— The surface normal of the shape, whichever kind of shape is active.