Re: tangent maps
| Date : Thu, 25 Jan 2007 17:32:02 +0100 |
| To : XSI(at)Softimage.COM |
| From : André Adam <a_adam(at)49games.de> |
| Subject : Re: tangent maps |
Hi Ben,
thanks for the kind words! Very nice work on the displacement mapping!
A vertex colour property stores float values, not 8bit data, so you're practically lossless when converting back to vectors. The smoothing works similar, since it is angle based, but is not connected in any way to the geo approximation or the normals. In theory, the normal map should be able to compensate cracks in the tangent space, but practically the normal map's texels would have to line up perfectly with the polygon edges which is a very unlikely occasion. So, as soon as you try to fit a normal map texture with its pixel raster onto uneven 3d geometry, the tangent space needs to be smoothed to avoid cracks and seams.
I've attached the script to this mails, but really, this is nothing fancy, just a one-time creation of null objects pointing in the vector's direction. A compiled operator with live-input certainly would be way nicer. Oh, and it is slow, be careful with meshes heavier than - say - a thousand polygons, trying it out on small objects will be more fun... :)
Cheers!
-André
Ben Rogall wrote:
Andre, very very nice explanation. I've been using XSI tangents recently in experiments with tangent space vector displacement:
http://www.xsibase.com/forum/index.php?board=29;action=display;threadid=28834;start=0
It took me a little while to realize I had to do the [0,1] to [-1,1] interval correction. I'm also curious to see whether having only 8 bits per channel for the tangent vector is enough to avoid jumping though I haven't seen anything obvious yet.
Another issue with tangent space is difficulty when you try to get different 3D applications to work with eachother. Once you have the normal and tangent vectors, there are still several ways to determine your T,B,N space depending on which of these vectors you decide to orthoganalize to the others. This choice has to match between the applications.
I hadn't even thought about the smoothing issue you mentioned. Is that analogous to the normal automatic discontinuity control?
Also is your tangent display utility publicly available?
Thanks, Ben
--- On Thu 01/25, =?ISO-8859-1?Q?Andr=E9_Adam?= < a_adam(at)49games.de > wrote:
*From: *=?ISO-8859-1?Q?Andr=E9_Adam?= [mailto: a_adam(at)49games.de] *To: *XSI(at)Softimage.COM *Date: *Thu, 25 Jan 2007 11:20:09 +0100 *Subject: *Re: tangent maps
Hi Bernard,
the tangent property in XSI is the so called tangent map, or tangent space. Encoded in there you can find a given texture space's u-direction (the reason why you have to reference a texture projection when creating a tangent property) in 3d space (you could call this the "texture mapped" u-direction) on a per sample basis, so we're talking of vectors here. In absence of a more convenient property Softimage decided to encode the tangents into vertex colors. That means you have a little bit of math to do to revert them back to vector data: (VC-0.5)*2. This formula stretches the RGB vertex color values, which have a 0-1 range, back to a vector's -1 to +1 range.
The reason you need a tangent space when dealing with normal maps is that a "normal map in tangent space" (there is also an object space flavour) stores relative information as to where a given normal should be bent, which after all is what bump mapping is all about (bump mapping and normal mappinng are practically the same thing). The lila-blueish color in a tangent space normal map means that the geometry's input normal should not be altered, where cyan, magenta, etc colours indicated a shift in normal orientation. This shift, which is a relative bit of information as it does not point to global world coordinates, needs a reference on the object itself from which the relative shift should be calculated - the tangent space. The tangent space offers a predefined vector for each sample point and is directly generated from the texture projection the normal map is mapped with onto the object.
I've written a small utility that creates little pointers from the tangent space right on the object's surface to better show the vectors encoded there. I've attached two screenshots which might clearify that a bit. The first one shows a straight spherical mapping, the second one is twisted. As soon as a texture space shows distortions (or even worse: seams), just like the second one, tangent spaces become tricky; the samples for a single vertex point in different directions, which finally would create artifacts during normal mapping. To cope with this issue the tangent operator in XSI has a smoothing value, which basically middles the different sample's tangent vectors using an angle-based approach.
Since the normal map stores its data relative to the tangent space, generation, as done with the ultimapper for example, therefore always needs to reference it during generation to provide correct results. Ultimapper basically marries referenced object curvature from a high resolution source object with the normals of the low resolution source object and the tangent space of the low resolution object.
The Photoshop plugins and tools provided by graphics hardware vendors don't have this kind of 3d information available when generating normal maps from heightmaps. They assume that the object the generated normal map might get mapped onto shows an ideal tangent space, which usually is nonsense. The more distorted the texture space on the mapped object is, the wronger (is that english?!) the bump mapping results with such a textures are. I'd stay away from these tools for production work.
Hope that makes some sense, cheers!
-André
/*========================================================
"Show Tangents" / André Adam
Tool to create null object pointers on an polymesh object's surface
to visualise direction in a tangent space.
========================================================*/
function fGetPointer(oObj, oSize){
var oNull, oDisplay
oNull = oObj.AddNull();
oNull.Parameters("Primary_Icon").Value = 9;
oNull.Parameters("Size").Value = oSize;
oDisplay = oNull.AddProperty("Display Property");
oDisplay.Parameters("wirecol").Value = Math.round(Math.random()*1023);
return oNull;
}
function fGetTangents(oPolyMsh){
var eVCs = new Enumerator(oPolyMsh.VertexColors);
while(!eVCs.atEnd()){
if(eVCs.item().Name == "Tangents"){
return new VBArray(eVCs.item().Elements.Array).toArray();;
}
eVCs.moveNext();
}
return false;
}
function fGetSamplePositions(oPolyMsh){
var aSamplePositions = new Array();
var ePoints = new Enumerator(oPolyMsh.Vertices);
for(var i=0; i<oPolyMsh.Samples.Count; i++){
ePoints.moveFirst();
while(!ePoints.atEnd()){
var eSamples = new Enumerator(ePoints.item().Samples);
while(!eSamples.atEnd()){
if(eSamples.item().Index == i){
aSamplePositions.push(ePoints.item().Position);
}
eSamples.moveNext();
}
ePoints.moveNext();
}
}
return aSamplePositions;
}
function fShowTangents(oObj, oSize){
var oPolyMsh = oObj.ActivePrimitive.Geometry;
var aTangents = fGetTangents(oPolyMsh);
if(aTangents){
var aSamplePositions = fGetSamplePositions(oPolyMsh);
for(var i=0; i<aTangents.length; i+=4){
var vY = XSIMath.CreateVector3((aTangents[i]-0.5)*2, (aTangents[i+1]-0.5)*2, (aTangents[i+2]-0.5)*2);
var vX = XSIMath.CreateVector3(0, 1, 0);
var vZ = XSIMath.CreateVector3();
vZ.Cross(vY, vX);
vX.Cross(vY, vZ);
vX.Normalize(vX);
vY.Normalize(vY);
vZ.Normalize(vZ);
var oM3 = XSIMath.CreateMatrix3(vX.X, vX.Y, vX.Z, vY.X, vY.Y, vY.Z, vZ.X, vZ.Y, vZ.Z);
var oTrans = XSIMath.CreateTransform();
oTrans.SetRotationFromMatrix3(oM3);
oTrans.SetTranslation(aSamplePositions[i/4]);
oTrans.SetScalingFromValues(0.25, 1, 0.25);
var oPointer = fGetPointer(oObj, oSize);
oPointer.Kinematics.Local.Transform = oTrans;
}
}
else{
LogMessage("aa_ShowTangents: No tangents found on object!", siError);
}
}
/*========================================================
MAIN
========================================================*/
if((Selection.Filter.Name == "object") && (Selection.Count == 1) && (Selection(0).Type == "polymsh")){
fShowTangents(Selection(0), 1);
}
else{
LogMessage("aa_ShowTangents: Not a single polymesh object selection!", siError);
}
- References:
- Re: tangent maps
- From: "Ben Rogall" <brogall(at)excite.com>
- Re: tangent maps
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