22 ms·
Custom mesh normals is huge, because this used to be a PITA. Tugged away at the end is defining custom cameras through OSL, which is a very very interesting fe
by _bent 1y ago
Custom mesh normals is huge, because this used to be a PITA.
Tugged away at the end is defining custom cameras through OSL, which is a very very interesting feature, because it allows more physically accurate lens emulation, with dramatically more interesting bokeh than the standard perspective camera model: https://www.reddit.com/r/blender/comments/1kehtse/new_camera_type_coming_to_blender/ https://www.reddit.com/r/blender/comments/1kehtse/new_camera...
- deadfoxygrandpa 1y agoyeah man i was faking it by creating custom materials and setting vertex attributes containing the distance to a specific other object, then in my material using the attribute and the other objects info to blend between the normals at the material level this is way nicer