added some phong specular lighting to a normal mapped camera facing shader. the top and bottom spheres are actual spheres for reference all the others are just quads which in reality looks like... though enlarged somewhat. something a bit more subtle... probably not that subtle :) without the phong spec....
in the above example the emitter normals would be most likely point in the direction where the gradient is whitest when looking end on to a branch (radial angle), the longitudinal angle is pretty simple. the most obvious example would be to make something like.... using something like.... or something like.... with... have…
It feels like Maya has more new scripts than 3DSMax :-) Let us Max users enjoy some unique scripts like Octopus menu. We already feel like everyone is giving up on Max, while it's still awesome!
O that sounds awesome render. Been playing around with a Maya screenshot script (sort of like Grabviewport except stripped down) and I think I'm going to try and implement something like that (most likely Dropbox though) with an option for opening in Photoshop or uploading it.
down the rabbit hole today :) working on how my tree generator operates as a point emitter -- how fronds and or leaves are distributed, well partularly how the normal directions are aligned (the position bit is a piece of piss) had the idea of a wheel like control with regions that turn on and off when on the normals can…