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Posted 09 October 2012 - 01:54 AM
Posted 09 October 2012 - 05:01 AM
Posted 09 October 2012 - 05:25 AM
I am not sure I understand your problem properly:
I need to unwrap the texture of my 3D mesh by constructing a kind of bump (or a normal) map.
I know the function mapping every surface point on the mesh on its u,v coordinates and I can estimate
the normal at each surface point as well.
Currently, I'm drawing a grayscale map -- by assigning each pixel an intensity proportional to the dot product between the normal at
the corresponding surface point, and the average between the normals in a well defined neighboring of that point.
However, the resolution of the map is quite poor in this way (the dot product is very near to 1 in most cases).
Is there any smarter way to achieve my goal?
Posted 09 October 2012 - 05:46 AM
Posted 09 October 2012 - 06:41 AM
Posted 09 October 2012 - 07:21 AM
The value of bump map texture at given (UV) point should be the distance between true surface (full-detail model) and approximate geometry (actual model) surface along the normal of approximate model surface.
@Lauris: sorry for my "newbie" question... Very shortly, how do you use the three values you mentioned (location of the surface point, location of the point in mesh geometry and normal at that point) in order to set a pixel value in the bump map? i