> > >When baking with an all quad mesh, the triangulation that is done > >internally in Morten's TS might not match the manual triangulation that > >the user applies on export, which potentially could cause issues because >
This is not exactly the issue. Let me clarify. The mikktspace part is done at quad level if there are quads and will always give the same tangent spaces at vertex level no matter what the order of vertices or faces is. This is its very strong advantage which other tangent space calculators can't do. After mikktspace has already run the problem occurs at a later stage because before rendering/baking triangulation has to have been performed. So the issue is eventhough the tangent spaces at the vertices aren't impacted by how quads are triangulated (since triangulation happens later) the interpolated tangent space is heavily impacted by which diagonal is picked. Similar to how Gouraud shading is heavily impacted by which diagonal is picked. So eventhough tangent space is consistent at the vertices you get problems if baker and render don't pick the same triangulation due to differences in the interpolated tangent space. I should mention I am using "render triangulation" loosely here since it can happen in a lot of places though for a game it would typically happen somewhere in the engine's tools pipeline. Anyway the advantage to this modifier is it enforces a consistent triangulation which will be received by both baker and renderer (incl. Blender's renderer). Further, this is achieved without causing permanent triangulation. It's a sensible practice which is already used by artists in other modeling products. Morten M. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
