have you tried to cross product the normal with the first neigbhor edge
direction? you can eventually do a quick propotype in ICE to see if that is
matching.

Cheers.
-A

-----------------------------------------------
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com


2013/12/6 Daniel Brassard <[email protected]>

> 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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