Oops, should had read your last sentence, moving on.

On Thu, Dec 5, 2013 at 8:21 AM, Daniel Brassard <[email protected]>wrote:

> 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.
>>
>>
>>
>> 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]>
>>
>> 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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