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#Actuallomateron

Posted 04 May 2013 - 08:56 PM

when blender makes the normals in tangent space it has to use 3 direction vectors, one is the normal of a face, the other is vector "b" and the other is the cross between this two vectors.

What is vector "b"?


#6lomateron

Posted 04 May 2013 - 08:55 PM

when blender makes the normals in tangent space it has to use 3 direction vectors, one is the normal of a face, the other is vector "b" and the other is the cross between this two vector.

What is vector "b"?


#5lomateron

Posted 04 May 2013 - 07:22 PM

I want to use normals in a deformable mesh.
(I am using blender)
When manking normals in tangent space, the tangent and binormal of this normal are with respect to what thing? the vertices of the face?, I mean to draw a face we use vertice order so the binormal or tangent (in this imaginary example)will be the direction of the first 2 vertices of a face

 

So then to get the normals of the texture tranformed to world space i will just have to get a rotation matrix and multiply it with the normal of the texture,

this rotational matrix will have 3 vectors, "a" vector is the normal of the face I am drawing, "b" vector is the direction of the first two vertices of the face I am drawing, "c" vector is the cross product of "b" and "a".

 

"a" will be in the last (column or row) of the rotation matrix, and "b" and "c" will be in the other two columns, I cant say in wich one will they be.


#4lomateron

Posted 04 May 2013 - 07:00 PM

I want to use normals in a deformable mesh.
(I am using blender)
When manking normals in tangent space, the tangent and binormal of this normal are with respect to what thing? the vertices of the face?, I mean to draw a face we use vertice order so the binormal or tangent (in this imaginary example)will be the direction of the first 2 vertices of a face

 

So then to get the tangent normals tranformed to world space i will just have to get a rotation matrix and multiply it with the tanget normal,

this rotational matrix will have 3 vectors, "a" vector is the normal of the face, "b" vector is the direction of the first two vertices of the face, "c" vector is the cross product of "b" and "a".

 

"a" will be in the last (column or row) of the rotation matrix, and "b" and "c" will be in the other two columns, I cant say in wich one will they be.


#3lomateron

Posted 04 May 2013 - 06:39 PM

I want to use normals in a deformable mesh.
(I am using blender)
When manking normals in tangent space, the tangent and binormal of this normal are with respect to what thing? the vertices of the face?, I mean to draw a face we use vertice order so the binormal or tangent (in this imaginary example)will be the direction of the first 2 vertices of a face

#2lomateron

Posted 04 May 2013 - 06:38 PM

I want to use normals in a deformable mesh.
(I am using blender)
When manking normals in tangent space, the tangent and binormal of this normal are with respect to what thing? the vertices of the face?, I mean to draw a face we use vertice order so the binormal or tangent will be the direction of the first 2 vertices of a face

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