Is a single object-to-world matrix sufficient when your object is changing shape? Vertices are moving around inside your object. Their movement is not reflected in your object-to-world matrix. So if you're lighting correctly, then you must be doing something to account for the movement of vertices. EDIT: I think I…
yes, hence I said the vertex-shader sends the data to pixel-shader (so it is per vertex). But strictly speaking of "spaces" it remains objectspace to worldspace (object to deformed object to world / object to deformed world, depending on how bone matrices are fed from CPU).
@CrazyButher: Sure it's possible to animate object-space normals, but it's more expensive because you need to deform them per-pixel. With tangent-space normals, only the basis vectors need to be animated. That's an inexpensive per-vertex operation. That's why everybody uses tangent-space normals for animating objects.…
I don't think so. The nature of tangent space mapping is that when the verts are deformed so are the tangents, and the lighting space is being transformed using those tangents, on every frame. AFAIK object space doesn't use per-vertex tangents. I think there's a method to convert object space into tangent space, might be…
Hey guys, first post. Sorry of this has been covered, but I'm pretty new to the whole normal mapping game and basically I've modelled a character and detailed in ZBrush. Basically, I've generated both tangent and object space normal maps for the character. I think that the object space looks pretty good and makes the low…
btw, although tangent-space of course is used in like 99% or so for characters. It is not correct that object space couldnt be used. After all its just another "space" and animation transforms could be applied as well. Think of the pre-pixel lighting era, where just vertex normals were animated/deformed, and those are…
I wonder if you'd have see some major lighting weirdness when the character lifts their arms above their head, like any bone rotation that's very different from the davinci pose. The object-space colors would seem to be very different from the regular world-oriented colors. Dunno, don't have any experience with object…