smicha wrote:Roeland,
Is this info about coloring in Deep Channel Kernel available anywhere? I looked in manual but found nothing.
The coloring of normals is simple, it maps all possible normal directions on a sphere inside the RGB cube. (0, 0, 0) is mapped to the center of the cube, (128, 128, 128), which is
gray. Then the normal vector is added, multiplied with 128. The normal vector of a ground plane is (0, 1, 0), this one is mapped to (128, 255, 128),
light green. (0, -1, 0) goes to (128, 0, 128),
dark magenta.
If you are checking if normals are oriented correctly you can use a sphere or a cube as a reference (the ground plane should have the same color as the top face of the cube). If you are checking if smooth shading normals are calculated properly then you should check if flat surfaces have a solid color and not a gradient.
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Roeland