I hope I can get a solution to this problem I am having.
My lit sphere material I normally use works great in most cases, but in VR if i turn my head the material mimics my head rotation which ruins the effect. I need the UVs to point at the camera, not mimic the camera’s orientation…
When do use “0,0,1” transform Tangent->View, this performs the same transform for everything since the view transform is fixed from the camera orientation.
Instead, do normalize(ObjectPosition - CameraPosition) as the vector and it will work as you want.
FWIW, we have a jira task to make this an option for particle sprites but I do not think it has been worked on yet.
Hey Ryan thanks for the response! That makes sense.
when you say subtract the positions to obtain a vector, I was investigating that approach but I didnt know how to implement the vector. Could you post a .png of how the material network would look?
I have found that matcaps work great for creating billowing smoke. it gives me softer edges than fresnel and gives me the volume of spheres. I have also used matcap materials for explosions:
i got that far but then what do i do with the result? do I plug it into a transform node? sorry if my question is a bit noob, I don’t have much of a math background, but i do understand some basic concepts regarding math in graphics.
so i understand how to get a direction between to coordinates, and i understand a normalized vector. i just dont know how to use the vector.
Where in this material network would the normalized vector go?
You use it directly in place of the 0,0,1 Transform Tangent->View that you had. It should be the same except it will face the camera slightly differently.