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FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


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#Actuallomateron

Posted 04 May 2013 - 08:56 PM

"you don't make normals in tangent space, you just make normals"

blender produces normals in tangent space, no?

 

"u & v"

What is that?

 

Apart from that:

 

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"?


#3lomateron

Posted 04 May 2013 - 08:55 PM

"you don't make normals in tangent space, you just make normals"

blender produces normals in tangent space, no?

 

"u & v"

What is that?

 

Apart from that:

 

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"?


#2lomateron

Posted 04 May 2013 - 08:44 PM

"you don't make normals in tangent space, you just make normals"

blender produces normals in tangent space, no?

 

"u & v"

What is that?

 

Apart from that:

when blender makes the normals in tangent space it has to make them with respect the normal of the faces of the poligons and with respect another direction vector too, i want to know what this other direction vector is? 


#1lomateron

Posted 04 May 2013 - 07:25 PM

u & v

What is that?

 

Apart from that:

when blender makes the normals in tangent space it has to make them with respect the normal of the faces of the poligons and with respect another direction vector too, i want to know what this other direction vector is? 


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