This shader was constructed by scaling vertex normals, detecting vertex tangents relative to the camera and assigning color based on those vertex values in the pixel shader.
It was a crude method, but it aims to represent heat coming off the surface of the object, and then edges where heat readings would be presumably more concentrated.
Realistically, when constructing a thermal vision shader, particular objects being observed by the thermal vision should receive their own thermal maps (organic creatures, explosions, etc). Other things like walls or lightbulbs could then receive simple heat vlaues and be applied to a more generic pixel shader.
hi there. was this shader done in mental ray? could you sketch out how you did this shader, because i'm trying to build one in maya for my university-project. a tool trying to find burried people after earthquakes.
best regards
lupreable 2 months ago