I found this handy page here:
http://studentpages.scad.edu/~mparro21/curvature/curvature.htm
but it didnt work out so well for a subdivision surface
I have tried replacing Dv(p) with Deriv(p,u) etc
but this hasnt made much difference to the outcome.
The idea is to drive the roughness of a shader with the inverse of the
convexness.
not a very novel idea, I know, shiny on the outside, catch dust on the
inside.
But it might just work, someone here at work mentioned it was used on
Wall-E.
This plugin shows the idea:
http://www.lightengine3d.com/downloads/plugins/curvature/testImages/statue1.jpg
Sam
having thought about it , its pretty plain at u and v loop per subd patch.
Unless I compensate for the clock math, I will have to use another
parameterisation such as stangent[2] or s,t
But I think they will suffer from seams, any ideas would be greatly
appricieated
Sam
> I was wanting to calculate the convexity and concavity and curvature of
> a subdivision surface
you might want to look at Thomas Burge's curvature shader at
http://www.affine.org/curvature.html
It works with subdivs and what you intend is possible with the code in
there. I've done it myself in the past. :)
Beers (Coopers),
Moritz