Let’s say I have a sphere mesh with a MeshLambertNodeMaterial on it.
I also have a DirectionalLight shining directly down from above.
What do I replace material.normalNode with such that the Lambert shading thinks all the fragment’s normals are pointing straight up? The end result should be a sphere that appears to have no shading at all (it should be a flat color).
is there a reason to use lambert.
If you use a MeshBasicNodeMaterial then you will have a flat colour
I still want the model to be affected by the angle of the light(s) hitting it. The entire model will just have the same “shade”.
here is a
material.normalNode = vec3(0,1,0)
I doubt it’s what you are looking for though.
Just setting it to tsl.vec3(0, 1, 0) didn’t work.
However, this worked:
material.normalNode = tsl.cameraViewMatrix.mul(tsl.vec4(0, 1, 0, 0)).xyz;