Is a cross product between the normal and tangent vectors not giving you
the bi-normal vector?



On Wed, Dec 4, 2013 at 6:50 PM, Matt Lind <[email protected]> wrote:

> 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.
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> 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?
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> Matt
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> *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?
>
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> http://softimage.wiki.softimage.com/xsidocs/tangents_binormals_SettingtheDataTypeforTangentsandBinormals.htm#Rga95703
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> Francisco.
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> 2013/12/4 Matt Lind <[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.
>
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> Specifically, I need to know:
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> - 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?)
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> Matt
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