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gl_dFd + UV |
Where to find it:
NodeGraph / Right Mouse Click / Add Nodes / Math / Extension Pack / D /
Partial derivatives of an input transformed into UV Space with an optional UV Offset.
This is a stable-for-baking version of a screenspace dFdx, dFdY function call
Some things to keep in mind
•Due to the lookup in UV space, as opposed to window space, results differ from dFdx,dFdy - often for example giving less contrast
•If the operation is run on the result of an image operation (e.g. paint, bake points etc.) you might encounter artifactng as each pixel compared
to its neighbor will have a change in value.
The result of the Node is similar in behavior to the "Height to Normal" Node, without generating a normal map
•Offset U / V
Specifies the UV Offset to apply, which can be used to rotate the effect.
Below is an example of taking the partial derivatives of a hemisphere shape, then rotating it by applying a uv offset
•F
Specifies the expression of which to take the partial derivative.
•Offset
Allows feeding in the UV Offset via a Node Input. If mapped the Offset U and Offset V Options inside the Node are ignored.
•Output
Return the partial derivative transformed into UV Space, with a UV Offset applied