Those calculations are for converting the normal in the normal map between 
color and euler space.  The normal stored in the normal map needs a basis (ie: 
transform matrix) to act as a frame of reference so the renderer knows how to 
orient the normals in the map to the topology .  That basis is derived from 
information in the Texture UV space, geometry normal, and Tangents and 
BiNormals vertex color properties.

I need the algorithms for the computation of the basis, and I need to know how 
ultimapper compensates for the case when the binormals are not present.  For 
example, does ultimapper assume the basis will always be orthogonal and do a 
cross product of the tangent and geometry normal to generate the binormal?


Matt





From: [email protected] 
[mailto:[email protected]] On Behalf Of francisco criado
Sent: Wednesday, December 04, 2013 3:36 PM
To: [email protected]
Subject: Re: tangent/binormal space computation

Hi Matt,
will this help?
http://softimage.wiki.softimage.com/xsidocs/tangents_binormals_SettingtheDataTypeforTangentsandBinormals.htm#Rga95703

Francisco.

2013/12/4 Matt Lind <[email protected]<mailto:[email protected]>>
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

Reply via email to