We can use the Normal node to shift the reflection, and thus the shinyness, of a material as shown below. This effect can also be done without nodes, using the materials and texture panels. However, using Nodes allows you to graphically see what is going on to create the final material. The result is that, even though the surface mesh in your model is physically smooth, the reflection makes it look like it has a very fine bumpyness or uneven coating to it, like a really bad paint job or surface prep job was done. This is key to making realistic-looking surfaces.
Using Normal to reflect bumpy-looking textures
The material is an ordinary blue/cyan material with a high Emit value and Z-Transp activated; the background is black. So, as the face angle gets closer to pointing directly at the camera, the material gets more transparent. As the face gets closer to pointing at a right angle to the camera (in this case facing up or down), it gets more opaque.
In the shown example the Dot-Product is used to govern the Alpha-Value of the material. The node is used to sharpen the blend between black and white (which results in a range from fully transparent to fully opaque).
What a surprise - Gus is pregnant!
Using the Dot-Product for viewing angle dependent material, in this case the Alpha-Value.
The normal is evaluated per face, not per pixel. So you need enough faces, or else you don't get a smooth result
So now we can do all sorts of things that depends on the viewing angle (like electron scanning microscope effect or some of techniques described in the section ). And the best thing about it is that you can manipulate the direction interactively.
If they are antiparallel (facing directly away from each other) the Dot-Product is -1. And you never thought you would use the Vector Calculus class you took in college - shame on you!
If they are perpendicular the Dot-Product is zero (0).
If two normals are pointing in the same direction the Dot-Product is 1.
Calcuate the Dot-Product with the Normal-Input. The Dot-Product is a scalar value (a number).
Use this node to create a fixed direction -> output Normal.
The (face) normal is the direction of the face in relation to the camera. You can use it to do the following:
This node can be used to input a new normal vector into the mix. For example, use this node as an input to a Color Mix node. Use an Image input as the other input to the Mixer. The resulting colorized output can be easily varied by moving the light source (click and dragging the sphere).
The Normal node generates a normal vector and a dot product. Click and Drag on the sphere to set the direction of the normal.
This page is a copy of the same page in 2.4 manual, need to be updated
Please don't edit 2.6 manual "Material" pages until further notice. (sculptorjim, 01/01/2013)
Doc:2.6/Manual/Materials/Nodes/Types/Vector
Doc:2.6/Manual/Materials/Nodes/Types/Vector - BlenderWiki
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