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Using the N-Node |
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Home > My Tutorials Part One: N-Node settings USING THE N NODE1: Using as a direct inputThe N-Node can be plugged directly into any input node to control a material. In this example, the N-Node has been plugged into the Bottom value of the cloud node. With the N-Node set to x=0, y=3, z=0, it outputs a number from -1 to 1. Plugged into the bottom input of the cloud node, the effect is to fade the cloud out gently as the surface approaches horizontal. Reduce the Y value to reduce the size of the bald patch.
2: Using with Blender nodeLike any numerical node, the N Node can be plugged into the blending input of the Blender node to allow you to produce a material that looks different when facing in different directions (cliff faces or puddles spring to mind as uses).In the sample given here, the N-Node is set up to produce a value ranging from -1 to 1, producing 1 for horizontal surfaces facing up. The output of the N-Node is plugging into the blending node of the blender node, so that Input 1 is used for the sides and bottom of the sphere, fading into Input 2 at the top.
3: Use with floor to get sharp edgesThe Floor maths function rounds numbers down to the nearest whole number. With the N-Node this can be used to create sharp edges, as seen in figure 3.1. The setting to produce this effect are show in figure 3.2. Remember, with a single dimension, you need to set whichever of X, Y or Z to 3 to produce an output of 1 in that direction. Here, we have set Y to 3.5 to expand the area that gets rounded down to 1. Increase this number to get more white and less black, decrease it back towards 3 to shrink the area of white. If you set Y at exactly 3 with the torus, there will be no white, telling you that none of the facets on the Poser Torus are actually facing directly up. You can plug the output of the floor node into the blending input of a blender node to produce a material with sharp edged distinctions based on the direction the surface is pointing. |