OK, so what I'm hearing is we both agree ultimapper is wrong.  That's what I 
needed to know.

I'll file a bug on ultimapper and proceed under the assumption my code is 
correct.

Thanks.

As for looking up a normal on a high res mesh from a low res mesh, ultimapper 
is using raycast along the low res mesh's normal to find the appropriate 
location on the high res mesh.  If the ray shoots off into outer space without 
hitting anything, a 2nd ray is cast in the opposite direction.  If that ray 
hits nothing, the normal is recorded as (0.5, 0.5, 1) indicating the tangent 
normal map stores the geometry normal as is.

If you do a closest location search as you suggest, the results are often quite 
different.  Using the example scene I provided in a previous message, the 
raycast method as described above results in a circle being drawn on each face 
of the cube.  If you do a closest location search, the entire cube will be 
filled with normals and that map will have heavy amounts of distortion.  In 
some cases that may be desireable or more appropriate than raycasting.  In 
either case, I don't think there's a blanket solution to that problem.  The 
search method has to be tailored to the specific case.


Matt




-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Tim Leydecker
Sent: Monday, January 06, 2014 11:20 AM
To: [email protected]
Subject: Re: ultimapper issues - tangent space normal maps

What does xnormal do for two meshes with non-zero transforms?

Out of a gut feeling, I would say that a tangent space normal map should be 
independent of an object´s world space transformation, because if it where 
dependent on that worldspace position, it would degrade the tangent space map 
into an incorrectly created object space normal map.

It doesn´t make sense to take worldorientation of an object into account for a 
tangent space map. Here the mother of all is one and she is perpendicular to 
the face.

Nobody else has binormals anyway, sort of.

In terms of using empathy, I would guess that the code for Ultimapper was 
tested against two objects in the origin and this resulted in the 
vertexpositions being used as in (my pseudologic) worldspace=objectspace.

I would opt to have the tagentspace map created solely based on the distance 
between two closest points (e.g. closest distance between in highrez and the 
lowrez).

This way, the map will work, regardly of where it is or at what orientation to 
the origin it was created.

tim




On 06.01.2014 19:34, Matt Lind wrote:
> It's a simple question of what is the expected result.
>
> Should the tangents and bitangents stay oriented relative to the mesh, or 
> should they stay put in world space and acknowledge the transformation of the 
> object?  My code is working under the assumption of the former, ultimapper is 
> giving me the latter.
>
> See example scene I provided in my previous message.
>
>
> Matt
>
>
>
> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf Of Szabolcs 
> Matefy
> Sent: Monday, January 06, 2014 12:22 AM
> To: [email protected]
> Subject: RE: ultimapper issues - tangent space normal maps
>
> Have you tried other solutions? Try it with xNormal to check your results. In 
> my opinion Ultimapper is quite useless without cage. Since we left Ultimapper 
> out of the formula, we have no issues at all.
>
> Back to your problem. As far as I know, there are three normal mapping 
> type, world, object and tangent space normal maps. World space is the 
> best for static object, that have no transformation at all. Object 
> space normal maps allows object transformation, while tangent space 
> normal maps allow deformation as well. If tangent normal map changes 
> when you transform the object, it might be a bug. I'm not into the 
> math of tangent space normal maping, but as I mentioned, without cage 
> Ultimapper is aquite useless, so we dropped it. Consider moving onto 
> xNormal it's quite reliable tool
>
> Cheers
>
> Szabolcs
> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf Of Matt 
> Lind
> Sent: Saturday, January 04, 2014 2:13 AM
> To: [email protected]
> Subject: RE: ultimapper issues - tangent space normal maps
>
> It's not a normalization issue as the normal vectors are normalized in Euler 
> space before being converted to RGB color space.  If it were a post process 
> problem, there would be differences in all cases.  So far I only see the 
> difference when one or both meshes are transformed indicating it's a 
> coordinate space computation issue.
>
> There is no issue with a cage either.  See my previous reply to the this 
> thread with example scene.  The cage is only relevant when there are many 
> layers of overlapping surfaces.  In my example it's a simple cube and sphere, 
> so no need for a cage.
>
>
>
> Matt
>
>
>
>
>
> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf Of Tim 
> Leydecker
> Sent: Friday, January 03, 2014 3:11 AM
> To: [email protected]
> Subject: Re: ultimapper issues - tangent space normal maps
>
> Hi Matt,
>
> A shift in the final intensity could come from a per channel normalisation.
>
> You´d get different results if you don´t have such normalisation/levels 
> operation as a postprocess of your saving calculations to file.
>
> But it should be easy enough to test if suc a normalisation would give you 
> similar results to XSI. In the dirtiest&cheapest way, in Photoshop>Auto 
> Levels.
>
> Since Szabolcs already pointed out that there is no cage option in 
> Ultimapper, e.g. no manual control of a min and max searchdistance for 
> calculations, I´d guess the min and max is fixedly determined by the maximum 
> distance between highrez and lowrez mesh and the results are "smoothed out" 
> by remapping to 0-1 per channel for best use of the file´s available 
> intensity steps.
>
> I could be completely wrong, thought.
>
> In general, I will most likely use ZBrush and CrazyBump to create and modify 
> Normals in a let´s say, artsy partsy mashed potato kind of way that gives me 
> the look I want without knowing much more than Green>light from Ground, 
> Red>light from Right to work in Cryengine/UDK/3DSMax.
>
> Cheers,
>
> tim
>
>
>
> On 03.01.2014 07:51, Szabolcs Matefy wrote:
>> Hey Matt,
>>
>> Your result might be different because of the tangent space 
>> calculation. I suppose that the normal map calculation might be done in 
>> object space, then Ultimapper converts it into tangent space. Ultimapper 
>> could be quite good, but lacks a very important feature, the cage. So 
>> finally we dropped in favor of xNormal.
>>
>> You might check few things (I'm not a programmer, so I may be wrong).
>> Check the transforms. In my experience transforms has effect how vertex 
>> normals are calculated. Certain distance from the origin might result 
>> imprecision (is this the right word?), and the farther the object is from 
>> the origin, the bigger this imprecision is.
>>
>> There are discrepancies, for sure, because these tools have different 
>> approach to derive tangent space. For example, Softimage uses the 
>> vertex color to store the tangents, and binormal is calculated from 
>> this. But, if your smoothing on the geo and on the tangent space 
>> property differs, you won't get any usable normal map. For example the 
>> smoothing on tangents made Ultimapper quite useless for us, so I wrote an 
>> exporter for xNormal, and since then we have no issue at all. As our 
>> technical chief explained, a normal is correct only if the normal baking and 
>> displayer use the same tangent calculation. He wrote a tangent space 
>> calculator for xNormal, that uses the same algorithm CryEngine uses. So, 
>> unless your game engine approached tangent space differently than Softimage, 
>> you won't get good result.
>>
>> I think the whole game pipeline should be redesigned in Softimage.
>>
>> *From:*[email protected]
>> [mailto:[email protected]] *On Behalf Of *Matt 
>> Lind
>> *Sent:* Friday, January 03, 2014 5:17 AM
>> *To:* [email protected]
>> *Subject:* ultimapper issues - tangent space normal maps
>>
>> 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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