RE: [Algorithms] object-space bump mapping
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From: Jon W. <hp...@mi...> - 2002-03-26 22:59:41
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> If you put the normals in default pose space ( ie animation > matrices are all > identity ), you can skin the light vectors, but skip the pose space -> > texture space step altogether. I believe the light vector interpolation will result in "crooked" light paths over the skin when your pose includes twist. I could be wrong, though, which would be great. Or it may not be that noticeable. You'll also have to be careful about interpolating across areas where there's a lot of directional change between two vertices, as we're not slerping quaternions here... Basically, I think fixing it up in the model to force tesselation is the best solution here. Cheers, / h+ |