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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