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#Actuallomateron

Posted 05 May 2013 - 04:22 AM

I can't understand

 

What I thought when I just hear about tangent space normals was this:

 

normal:::> is just the simple normal of the face

binormal":::> is the direction<<if i have 3 vertices positions(in world space) for a face>>:  normalize(vertice2 - vertice1)

tangent:::>cross(normal, binormal)or the other way cross(binormal, normal)...i don't know

 

wouldn't this be much simpler?

 

so with this 3 vectors I just build a 3x3matrix multiply it by the normal of the texture and finally get the normals in world space

//-----------------------------------------------------------------------------------

this is my new question

 

I want to tranform this tangent normals of the texture to world space

I have three vectors in world space that  represent a face of the object i am drawing

I just need a 3x3 matrix to rotate this tangent normals of the texture

the last vector of the matrix is the normal of the face: normalize(cross(v1-v0,v2-v0))

the middle vector will be what?

the first vector will be: cross(last vector,middle vector)


#6lomateron

Posted 05 May 2013 - 02:16 AM

I can't understand

 

What I thought when I just hear about tangent space normals was this:

 

normal:::> is just the simple normal of the face

binormal":::> is the direction<<if i have 3 vertices positions(in world space) for a face>>:  normalize(vertice2 - vertice1)

tangent:::>cross(normal, binormal)or the other way cross(binormal, normal)...i don't know

 

wouldn't this be much simpler?

 

so with this 3 vectors I just build a 3x3matrix multiply it by the normal of the texture and finally get the normals in world space

 

I want to tranform this tangent normals of the texture to world space

I have three vectors in world space that  represent a face of the object i am drawing

I just need a 3x3 matrix to rotate this tangent normals of the texture

the last vector of the matrix is the normal of the face: normalize(cross(v1-v0,v2-v0))

the middle vector will be what?

the first vector will be: cross(last vector,middle vector)


#5lomateron

Posted 05 May 2013 - 02:15 AM

I can't understand

 

What I thought when I just hear about tangent space normals was this:

 

normal:::> is just the simple normal of the face

binormal":::> is the direction<<if i have 3 vertices positions(in world space) for a face>>:  normalize(vertice2 - vertice1)

tangent:::>cross(normal, binormal)or the other way cross(binormal, normal)...i don't know

 

wouldn't this be much simpler?

 

so with this 3 vectors I just build a 3x3matrix multiply it by the normal of the texture and finally get the normals in world space

 

I want to tranform this tangent normals of the texture to world space

I have three vectors in world space that  represent a face of the object i am drawing

I just need a 3x3 matrix

the last vector of the matrix is the normal of the face: normalize(cross(v1-v0,v2-v0))

the middle vector will be what?

the first vector will be: cross(last vector,middle vector)


#4lomateron

Posted 05 May 2013 - 02:08 AM

I can't understand

 

What I thought when I just hear about tangent space normals was this:

 

normal:::> is just the simple normal of the face

binormal":::> is the direction<<if i have 3 vertices positions(in world space) for a face>>:  normalize(vertice2 - vertice1)

tangent:::>cross(normal, binormal)or the other way cross(binormal, normal)...i don't know

 

wouldn't this be much simpler?

 

so with this 3 vectors I just build a 3x3matrix multiply it by the normal of the texture and finally get the normals in world space


#3lomateron

Posted 05 May 2013 - 02:04 AM

I can't understand

Why do I need the uv-texcoor to deduce the binormal? Isn't the binormal,tangent,normal vectors just for every face of the object I am rendering?, every face can have a different TBN matrix, but every pixel? 

What I thought when I just hear about tangent space normals was this:

 

normal:::> is just the simple normal of the face

binormal":::> is the direction<<if i have 3 vertices positions(in world space) for a face>>:  normalize(vertice2 - vertice1)

tangent:::>cross(normal, binormal)or the other way cross(binormal, normal)...i don't know

 

wouldn't this be much simpler?

 

so with this 3 vectors I just build a 3x3matrix multiply it by the normal of the texture and finally get the normals in world space


#2lomateron

Posted 05 May 2013 - 02:04 AM

I can't understand

Why do I need the uv-texcoor for the binormal? isnt the binormal,tangent,normal vectors just for every face of the object I am rendering?, every face can have a different TBN matrix, but every pixel? 

What I thought when I just hear about tangent space normals was this:

 

normal:::> is just the simple normal of the face

binormal":::> is the direction<<if i have 3 vertices positions(in world space) for a face>>:  normalize(vertice2 - vertice1)

tangent:::>cross(normal, binormal)or the other way cross(binormal, normal)...i don't know

 

wouldn't this be much simpler?

 

so with this 3 vectors I just build a 3x3matrix multiply it by the normal of the texture and finally get the normals in world space


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