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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