Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51258] trunk/blender: Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.

2012-10-16 Thread Morten Mikkelsen
For aniso lighting computing tangents at vertex level is a total dead-end. Not the way to go. You want to compute the tangents at pixel level from the underlying parametrization chosen. It's the best way to significantly reduce the impact of the inherent singularities which completely destroy the

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51258] trunk/blender: Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.

2012-10-16 Thread Morten Mikkelsen
In case it's not clear. What I am saying is for actual uv unwraps use mikktspace. For a UV parametrization such as planar, cylindrical, spherical etc. use an analytical tangent evaluation at pixel level. On Thu, Oct 11, 2012 at 12:44 PM, Morten Mikkelsen mikkels...@gmail.comwrote: For aniso

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51258] trunk/blender: Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.

2012-10-16 Thread Brecht Van Lommel
Hi, Replying a bit late because it seems this mail only just got through. On Thu, Oct 11, 2012 at 12:44 PM, Morten Mikkelsen mikkels...@gmail.comwrote: For aniso lighting computing tangents at vertex level is a total dead-end. Not the way to go. You want to compute the tangents at pixel

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51258] trunk/blender: Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.

2012-10-16 Thread Morten Mikkelsen
Ok, I can see we have an issue with singularities, but using mikktspace does not seem ideal for anisotropic shading. There's still many cases where you can line up the tangents quite well at UV seams even if the UV's are not connected, Generally this is not the case. It goes bad at least

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51258] trunk/blender: Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.

2012-10-16 Thread Brecht Van Lommel
Hi, On Tue, Oct 16, 2012 at 7:16 PM, Morten Mikkelsen mikkels...@gmail.com wrote: Ok, I can see we have an issue with singularities, but using mikktspace does not seem ideal for anisotropic shading. There's still many cases where you can line up the tangents quite well at UV seams even if the

Re: [Bf-committers] [Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51258] trunk/blender: Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.

2012-10-16 Thread Morten Mikkelsen
The problem is not the sphere. The problem is the general case which will almost never work well with per vertex averaged tangents in the context of aniso shading. The problem is of course that almost any case of a discontinuity will give offensive discontinuities in the lit results because it's