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If I understand correctly, the UVbasis space use U and V from texture space as 'X' and 'Z' axis and then the 'Y' axis is the UV cross product. This cross product should be easy to do in the render tree. But I don't know if this vector is useful ?
Anyway, if it is, you can still use the "Texture_Projection_Lookup" and a "Vector2Scalar" to extract U and V values. Then compute a cross product between two vectors using those values. I played with the render tree to build such vector. It gives a "blue thing" I have no idea what to do with :-p :
http://www.vol2nuit.fr/noIdeaWhatToDoWithThis.jpg
If someone know good links who explain Tangent Space in depth I'm interested !
Don't know if this help...
Cheers
Guillaume
On 6/28/06, luc froehlicher <lulu(at)alamaison.fr> wrote:
no I mean the vectors defining the UVbasis when you rendermap normals for instance I have a map with vectors in the UVbasis space and I need to convert in object or world space.
guillaume laforge wrote:
> Hi Luc :-) > > You mean the "Texture_Projection_Lookup" node or is it something else ? > > > -- > Guillaume Laforge > freelance TD | cg Artist > >
> On 6/28/06, * Luc Froelicher* <lulu(at)alamaison.fr > <mailto:lulu(at)alamaison.fr>> wrote: > > is there a way to get the UVBasis vector directly in the render tree ?
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