Quote: "Does it work off of the visible object or the physics shape?
i.e. if the point of contact is on a smoothing group on say a cylinder that actually has box collision shape what do you get, the normal from the curved visible surface or the normal from the flat box shape?"
it returns what the ray cast hits which seems to be the actual mesh rather than a physics shape from what i have seen.
Quote: "Was hoping empty normals could be detected from filled normals-- or actually color (_D) vs transparency
which would have humongous value, extraordinary implications and otherworldly, multidimensional uses."
no it won't return the transparency value of a texture, that would be a shader call... it's possible but if there's a way to do that in GG i have no idea