I am writing a modified ultimapper to convert tangent space normal maps from 
one mesh to another.  The tool is needed because our tangent space normal maps 
are not encoded in the standard way and softimage's tools cannot be modified to 
support our proprietary tangent space.  For prototyping I'm using the softimage 
tangent space and tangents property to do the transfer so I can check my math 
against ultimapper.  Once I get a 1:1 match, I'll modify the logistics to 
support our proprietary stuff.

So far when the hi and low res meshes are untransformed I get a 1:1 match with 
ultimapper, but when I transform one or both meshes a wide discrepancy appears 
between my result and the softimage ultimapper result.  The softimage result 
tends to be significantly brighter on the red and green channels, mostly on the 
green.  In some cases, the colors are not even close to the same.  The odd part 
is when I trace through the process step by step to debug, my numbers look 
correct both visually and mathematically.  I'm in a weird situation in that I 
do not know who's result is more correct, mine or Softimage.

Some of our artists have mentioned there have been some discrepancies compared 
to other commercial normal mapping tools (beyond flipping the Y axis).  Has 
anybody had issues getting correct results from ultimapper when transferring 
tangent space normal maps between meshes?


Matt


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