Incident

Reference
Index

    INCIDENT blends between two parameters, based on the angle between the camera (or view vector) and the surface normal.

How Does It Work?

    INCIDENT interpolates between two colors, two percent values, or two distinct bump patterns.  It does this by calculating the angle between a camera view vector and the surface normal. The result is an incident angle which is then used to blend between Edge and Facing values.

    The Pitch and Heading parameters cause INCIDENT to behave as though the normal to the surface is bent up or down (Pitch) or to either side (Heading).

Hints!

    INCIDENT is excellent for creating x-ray or microscopic (electron microscope) looking surfaces.  Figure F2 below shows an example of how to do this.  The DarkTree Shader is set to full Luminosity and to zero Diffuse and Specular shading.

    F2

    Below are more Incident examples. Silk uses a Bell function to get an off center brighter color in the shading. Ghost increases transparency towards the edges. Titanium increases the coloration towards the edges. Water shows increasing reflectivity as the view angle increases. Incident can greatly increase the realism of many surfaces or, if you like, make very unreal surfaces.

    F3

    Note: Using a bitmap of a DarkTree with INCIDENT in it to texture a 3D model will not be accurate, since determining the camera angle must be done at run time.

Common Parameters

 

 

 

 

Pitch

Moves the center of Face up (with a positive value, 0.0 to 90.0) or down (with a negative value, -0.0 to -90.0).

 

 

 

 

Heading

Move the center of Face to the left (with a positive value) or to the right (with a negative value). Use the same value range as Pitch uses.

 

Blend Function

Redefines the blending between Edge and Facing.

Color Component Parameters

 

 

Edge

A color for the normal at 90 degrees from the DarkTree camera angle, interpolated with Facing as it moves toward the front.

 

 

Facing

A color for the normal directly front, interpolated with Edge moving toward the side.

Percent Component Parameters

 

 

Edge

A percent for the normal at 90 degrees from the DarkTree camera angle, interpolated with Facing as it moves toward the front.

 

 

Facing

A percent for the normal directly front, interpolated with Edge moving toward the side.

Bump Component Parameters

 

 

Edge

A percent for the normal at 90 degrees from the DarkTree camera angle, interpolated with Facing as it moves toward the front.

 

 

Facing

A percent for the normal directly front, interpolated with Edge moving toward the side.

 

 

Bump Scale

A scale factor for the bump height. In this case, the bump Edge and Facing parameters are multiplied by this factor.

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