View Single Post
  #1  
Old 06-21-2013, 12:15 PM
shivanangel shivanangel is offline
Member
 
Join Date: Feb 2006
Location: New Jersey
Posts: 182
Normal Map, Tangent Binormal on Mirrored Objects

Dear Support,

I had a question regarding your calculation of tangent and binormal attributes for shaders.

On my 3ds objects, to conserve texture space I am using symmetries. This causes the UV coordinates to be shared, but mirrored.

When I bring the object into Vizard and use a Normal Map shader, I get every other symmetry (mirrored) element with reversed tangent and binormal attributes.

I was wondering if you know of a fix for reversing the orientation of the tangent attribute, or if there might be a way for you to check in your automatic calculation ( I am guessing you use the texture coordinates for this) to determine if the sign of the normal is in the proper direction?

Attached is an image of the problem, if I go into max and mirror the UVs back, it fixes the alternating problem. However, there are some assets that can not be mirrored (not symmetrical).

Thanks,
George
Attached Thumbnails
Click image for larger version

Name:	Normal_Mirror.png
Views:	1426
Size:	208.2 KB
ID:	600  
Reply With Quote