Without using normal map, how do I make something look flatter in arbitrary direction?
model: Godette by Pablo Dobarro
Figure 1
Let's say I want to smoosh character face to make lighting appear flatter while keeping the geometry. What kind of shader node setup can do this in a simple non-destructive way?
https://kbin.social/m/blender@lemmy.world/t/626133
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xkcd: Coordinate Precision but pi (π)?
I tried looking for some answer but found mostly
Update question to be more specific
In case someone see this later, what is the most advanced object you can build or perform its task, with different length of pi?
0, 3 => you can't make a full circle
1, 3.1 => very wobbly circle
2, 3.14 => perfect hole on a beach
3, 3.142 => ??
4, 3.1416 => ??
5, 3.14159 => ??
Old question below
In practice, the majority of people will never require any extra digit past 3.14. Some engineering may go to 3.1416. And unless you are doing space stuff 3.14159 is probably more than sufficient.
But at which point do a situation require extra digit?
From 3 to 3.1 to 3.14 and so on.My non-existing rubber duck told me I can just plug these into a graphing calculator. facepalm
y=(2πx−(2·3.14x))
y=abs(2πx−(2·3.142x))
y=abs(2πx−(2·3.1416x))
y=(2πx−(2·3.14159x))
Got adequate answer from @dual_sport_dork and @howrar
Any extra example of big object and its minimum pi approximation still welcome.
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