Achieving a surreal result with window texture coordinates in Blender Cycles

Achieving a surreal result with window texture coordinates in Blender Cycles

bart's picture

The other day, I decided I'd play around with texturing in Cycles, and I think I came up with something kind of interesting.  Specifically, I'm using window coordinates to provide a color for my shader, which means that the texture will be flat relative to the camera regardless of the normal of the surface.  This effect can be used to render something that looks kind of like it was cut out of a scrapbook, but with lighting effects intact.

The texture node setup for this is actually very simple (see the attached example).

Anyway, it's kind of a cool effect, so I thought I'd share.  It might be an interesting way to render highly stylized game backgrounds. :)

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room-nodes.png room-nodes.png 42.5 Kb [108 download(s)]
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room.jpg room.jpg 153.6 Kb [225 download(s)]