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#ActualBrother Bob

Posted 22 July 2013 - 12:10 PM

Normals will also look like that if you pass them out through the color output. 

 

Try using the following formula to retool all the 3D vectors into the "color quadrant"??? I think I just made that name up???... or color space if you prefer.  Anyways, by this I mean: all positive numbers, between 0.0 and 1.0. as vectors they are -1.0 to 1.0.  Colors with negative numbers in them have peculiarities that are not entirely intuitive.  For example, what you are seeing there.

 

When a 3D modeling program range compresses normals from 3D space to a color texture it uses this formula ->  

 

(normal+ 1.0) * 0.5;  

                               

For you it would be:

 

 (vViewRay + 1.0) * 0.5;  

 

It squishes all three vectors to half their sizes then pushes everything towards the positive... well... color quadrant.

 

Your vector should now look like a world space normal map now I'm thinking...


#5marcClintDion

Posted 22 July 2013 - 03:12 AM

There is far too much arrogance and out right abuse by site moderators, they are teaching other people to behave this way.  The posts I've made will all be shorty removed and replaced with this notice.  Game development is not the only thing being taught here, bad behavior is being taught as well.


#4marcClintDion

Posted 29 June 2013 - 01:11 PM

Normals will also look like that if you pass them out through the color output. 

 

Try using the following formula to retool all the 3D vectors into the "color quadrant"??? I think I just made that name up???... or color space if you prefer.  Anyways, by this I mean: all positive numbers, between 0.0 and 1.0. as vectors they are -1.0 to 1.0.  Colors with negative numbers in them have peculiarities that are not entirely intuitive.  For example, what you are seeing there.

 

When a 3D modeling program range compresses normals from 3D space to a color texture it uses this formula ->  

 

(normal+ 1.0) * 0.5;  

                               

For you it would be: 

 

 (vViewRay + 1.0) * 0.5;  

 

It squishes all three vectors to half their sizes then pushes everything towards the positive... well... color quadrant.

 

Your vector should now look like a world space normal map now I'm thinking...


#3marcClintDion

Posted 29 June 2013 - 12:56 PM

Normals will also look like that if you pass them through the color output. 

 

Try using the following formula to retool all the 3D vectors into the "color quadrant"??? I think I just made that name up... or color space, I suppose some people might call it.    By this I mean: all positive numbers, between 0.0 and 1.0. as vectors they are -1.0 to 1.0.

 

When a 3D modeling program range compresses normals from 3D space to a color texture it uses this ->  

 

 (normal + 1.0) * 0.5;  


#2marcClintDion

Posted 29 June 2013 - 12:56 PM

Normals will also look like that if you pass them through the color output. 

 

Try using the following formula to retool all the 3D vectors into the "color quadrant"??? I think I just made that name up... or color space, I suppose some people might call it.    By this I mean: all positive numbers, between 0.0 and 1.0. as vectors they are -1.0 to 1.0.

 

When a 3D modeling program range compresses normals from 3D space to a color texture it uses this ->  

 

 (normal + 1.0) * 0.5;  


#1marcClintDion

Posted 29 June 2013 - 12:54 PM

Normals will also look like that if you pass them through the color output. 

 

Try using the following formula to retool all the 3D vectors into the "color quadrant"??? I think I just made that name up... or color space, I suppose some people might call it.    By this I mean: all positive numbers, between 0.0 and 1.0.

 

When a 3D modeling program range compresses normals from 3D space to a color texture it uses this ->


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