ofer Posted July 19, 2008 Share Posted July 19, 2008 I will look at the PolyFrame SOP, but I will try to find a solution for 9.1, because I haven't upgraded my HD license yet. Thanks. Quote Link to comment Share on other sites More sharing options...
symek Posted July 20, 2008 Share Posted July 20, 2008 I will look at the PolyFrame SOP, but I will try to find a solution for 9.1, because I haven't upgraded my HD license yet.Thanks. Using PolyFrameSOP in my test gave me correct but blurry effect. Well, as I understand it, in that case, tangents are interpolated between vertices and this is a reason for that. Quote Link to comment Share on other sites More sharing options...
ofer Posted July 20, 2008 Share Posted July 20, 2008 Yes, I noticed this blurriness. I took these vectors into a shader, converted them to a matrix, multiplied by the tangent normal and transform to camera space. Works good. Oh, and I had to negate the Z component of the tangent-space normal, and then negate the resulting object space normal. When I finish with it, I'll upload the HDA I created. So maybe we can use the dpds/dpdt instead, to get sharper results? Quote Link to comment Share on other sites More sharing options...
Allegro Posted September 4, 2008 Share Posted September 4, 2008 I've added an implementation for Tangent / Object Spaced Normal Maps to the exchange http://www.sidefx.com/exchange/info.php?fi...p;versionid=561 Quote Link to comment Share on other sites More sharing options...
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