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