Combining tangeants with geometry normals

Date : Wed, 23 Aug 2006 12:12:46 -0400
To : XSI(at)Softimage.COM
From : "Bernard Lebel" <3dbernard(at)gmail.com>
Subject : Combining tangeants with geometry normals
Hello,

I'd like to know, if anyone has any idea, how is the XSINormalMap
shader combining tangeants and interpolated geometry normals.



Let say the tangeants look like this:
http://www.bernardlebel.com/img_remote/3D/XSI/XSINormalMap_tangeantinput.jpg

Now, let say the interpolated normals look like this:
http://www.bernardlebel.com/img_remote/3D/XSI/XSINormalMap_interpnormalsi.jpg

Then, when combined in the XSINormalMap shader, the output is this:
http://www.bernardlebel.com/img_remote/3D/XSI/XSINormalMap_output.jpg


I have no clue whatsoever how is this result achieved. I'm trying to implement it into my own shader (C++), but am blocked at that point.



Thanks
Bernard
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