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