[Bf-committers] Recent features UI feedback/review
jojospino at tiscali.it
jojospino at tiscali.it
Mon Sep 25 10:22:45 CEST 2006
HI to all,I'm Giuseppe Canino(Renderdemon on elysiun),
In MHO before fixing ui problems related to normals maps we should
make a bit more robust and flexible the tangent computation(needed for
normal map and anisotropic shading),because now is uncorrected(i have
made some comparison with maya and the results are different).
The current implementation has problem on uv seams,because the tangents
(computed per vertex)are shared(interpolated) every where on the uv
space,making on seams the resuls wrong.
But they should be shared only per uv island(only if the vertex share
the same island the tangent should be interpolated).
I don't have the right confidence with blender source code to change
this behaviour,this task should be done directly from Ton or another
experienced coder(and I want to work to something else).
I have tryed myself,doing this in python(I have made a script to
compute the tangents on a per uvisland),but the system became to
complex to be used,and i need to fix some problems.
P.S
Please don't ignore this post,I'm working now on a method to compute
subsurfacescattering which can be very interesting(and fast),but
without a correct tangent computations(per uv island)it cannot be used
on deformed mesh.
http://blenderartists.org/forum/showthread.php?t=78400
Bye
Pino
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