General Category > Ongoing Anim8or Development

Normal Maps

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Steve:
I see the issue.  It looks like I need to add diacontiguous binormals where UV's are discontinuous.  I'll look into it. That might also help with the original creases in your previous example with that shiny, nasty-looking dog :).

Here's the texCoord0 view. As you can see, it's discontinuous on the boundaries.  The binormals should be the same.

cooldude234:

--- Quote from: Steve on February 02, 2016, 04:41:41 am ---That might also help with the original creases in your previous example with that shiny, nasty-looking dog :).

--- End quote ---
Don't judge it! It's been through a lot. It got stuck in an oil spill and we had to wash it with brand name soap!
:P


(jk I think its good that dawn helps when those horrible things happen)

Smirkyguy:
Is the workspace going to render normals or will this just be a final renders thing

cooldude234:
I don't see why it wouldn't or shouldn't, I mean if you are already running opengl 2.0 (with glsl) then why not... right?

Steve:
All normal map functionality will be in final renders, including the crease change (if it works as I think it will :) )

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