Re: Tangent Spaces, Geometry Approximation and Hard Edges

Date : Wed, 24 Jan 2007 09:03:15 -0500
To : XSI(at)Softimage.COM
From : "Bernard Lebel" <3dbernard(at)gmail.com>
Subject : Re: Tangent Spaces, Geometry Approximation and Hard Edges
Hey Adam,

Just an idea: what happens if you freeze the geometry? Until frozen,
hard edges are part ofa  cluster property, but freezing the operator
sorts of "bake" the crease in the geometry. Perhaps that would work.


Cheers Bernard


On 1/24/07, André Adam <a_adam(at)49games.de> wrote:
Hmm, we just found out about most of this, but here is another question:
Which set of surface normals does the Tangent operator use as input?
Still doesn't seem to be the XSI normals...


André Adam wrote: > Heya! > > We've just stumbled across a problem with Tangent Based Normal Maps > and Hard Edges; since a Tangent Based Normal Map is relative to > > a) the Tangent Space and > b) the object's Geometry Normals, > > obviously the Smoothing value in the Tangent Operator as well as the > Angle value of the Geometry Approximation property have to match each > other to create a correct piece of Normal Mapping in the end. > > Now, if we decide to create Hard Edges on the mesh, there seems to be > no way to feed this piece of information into the Tangent Map, since > the operator does not evaluate the true Geometry Normals, but seems to > create an own set on the fly. > > So, questions are: > > a) Did we get this correctly? > b) In case yes, is there any solution to this problem except of not > using Hard Edges (or writing an own Tangent operator)? > > Cheers for a quick piece of enlightenment! > > -André

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