Hi
I'm trying to create a shader that will make the North facing sides of hill have a higher density of snow than the Southern facing sides. My best idea is to have constant vector which is North and then try and get the vector of the Normal and subtract this from the constant. My thought is that if I then take the Cosine of the diff when the Normal faces North it will be a small diff with a Cosine of 1 which I can then use in a distribution shader. But I can't get the functions to behave this way. Does anyone know how this could be done or do they have a simpler solution.
Many thanks Greg
This has been done in the past by BigBen and others, see here:
http://www.planetside.co.uk/forums/index.php?topic=1520.0
Interesting, never found that post. Way before my time. I have found a way using the get normal function a while back, and rotating that (X or Z), feeding it into a distribution shader setting slope restraints, which also works.
Thanks for the advice, I've cracked it.