Oh, my bad :) I've seen that page but I'd thought this page is explains different baking modes in blender's render.
Morten Mikkelsen - thank you for your great implementation! I'will learn it! M.G. Kishalmi - thanks for explanation ) On Mon, Nov 14, 2011 at 1:55 AM, M.G. Kishalmi <[email protected]> wrote: > Eugene, > > the link Morten pointed you > to<http://wiki.blender.org/index.php/Dev:Shading/Tangent_Space_Normal_Maps > >explains > that > the tangent space you created your normal maps in (in blender) > is generated by the implementation in > mikktspace.h< > https://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.h > >and > mikktspace.c< > https://svn.blender.org/svnroot/bf-blender/trunk/blender/intern/mikktspace/mikktspace.c > > > . > > you might want to use those in your app (check the licence inside). > > cheers, > lmg > > > On Sun, Nov 13, 2011 at 10:51 PM, Eugene Minov <[email protected]> > wrote: > > > Wow!! Thanks a lot, for pointing me to the google ;) > > > > But I afraid that maybe I've not correctly describe my problem. If so, > > sorry for that, because my english is still kinda weak. > > My problem not in generating a normal maps (a textures) in blender. Not > at > > all. > > > > My problem is that I cannot fully correct render my already generated > > normal maps in my app. Because, how I mentioned in the last mail, the > usual > > methods for this purpose (by UV coords) is not gives me desired results. > > > > So I wanted to ask for help with information about methods blender uses > for > > generating tangents. > > > > And yes, I had searched in google but unfortunately have't found > something > > helpful yet. > > If someone can point me to that kind of info, I will be very grateful! > > > > On Mon, Nov 14, 2011 at 12:08 AM, Morten Mikkelsen <[email protected] > > >wrote: > > > > > There you go buddy --> http://lmgtfy.com/?q=blender+tangent+space > > > > > > > > > > > > On Sun, Nov 13, 2011 at 8:46 AM, Eugene Minov <[email protected]> > > wrote: > > > > > > > Hi. > > > > I am sorry if I subscribe into a wrong place, I am new and I've not > > > > actually planned to change or to debug the blender sources yet. > > > > But I trying to write app that'll be render models with normal > mapping > > > > exported from blender, and I have a question about how exactly is > > blender > > > > calculates a tangent vectors when Unwrap operation in the editing > mode > > > > performs? > > > > > > > > Calculating tangents in my app in usual manner (using UV coords and > > verts > > > > positions) gives me different tangents for each face of the same > vertex > > > > indexed from, and thus crumpled normal map looking. > > > > Then by looking into blender sources (searching by 'tangent' > keyword) > > > I've > > > > found a couple of functions with tangents calculations, like: > > > > float axis[3] = {0.0f, 0.0f, 1.0f}; > > > > cross_v3_v3v3(tangent, normal, up); > > > > normalize_v3(tangent); > > > > > > > > After I tried same method in my program I've gotten almost perfect > > > looking > > > > model, depending on what initial axis I've used. > > > > To choose, which axis to use (0, 0, 1), (0, 1, 0) or (1, 0, 0) for > each > > > > normal, I calculate max dot product of tangent calculated by each > axis > > > with > > > > tangent calculated from UV coords. > > > > But still it seems that in some rare vertices tangent is calculates > > > wrong, > > > > maybe because of wrong initial axis. > > > > > > > > So, can anyone please give me any information about tangents > > calculation > > > > formula that blender uses while generates UV coords or some advice > > about > > > > choosing initial axis. > > > > Thanks for help. > > > > > > > > Eugene > > > > _______________________________________________ > > > > Bf-committers mailing list > > > > [email protected] > > > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > > _______________________________________________ > > > Bf-committers mailing list > > > [email protected] > > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > _______________________________________________ > > Bf-committers mailing list > > [email protected] > > http://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
