The problem you have is the interpolate normals or in world (or
internal or maybe object - or perhaps they're identical) space. You
need to transform the interpolated normals into tangent space to
combine the two. Or combine them both in world space then convert it
to tangent. Or.. well pick any option you like, but you need to
effectively combine them into one normal in some space and then
convert from that space to tangent space.
Cheers,
Alan.
On 8/23/06, Bernard Lebel <3dbernard(at)gmail.com> wrote:
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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