I need to write a variant of ultimapper to support our proprietary workflows, 
but our content (tangent space normal maps) currently uses the softimage 
standard.  I need to know the algorithms Softimage uses so I can make an 
accurate conversion to our proprietary standards.

Specifically, I need to know:

- how the vectors are computed in the Tangents and BiNormal vertex color 
properties
- how Ultimapper does a tangent space normal transfer when only a Tangents 
vertex color property exists on the hi res mesh.
                (eg; what assumptions does it make / what calculations does it 
do to compensate for lack of binormals?)




Matt

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