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Hello there, could someone explain a little bit better the definition of linear in Facing ratio shader?
this is what appears in the arnold user guide
Linear
When enabled, the facing_ratio shader will output a linear, normalized angle instead of N·Eye.
i assume that when disabled each normal is multplied by the angle to the camera, but does it mean when enabled that the angle is linear and normalized? anywhere to find a deeper description of the maths?
Solved! Go to Solution.