some years ago I looked into that stuff when doing the exporters for luxinia, which uses the nvmeshmender to create tangentspace (I could find references to it in the maya sdk code, too). why should the calcs be different for max renderer? Quality! in the scanline renderer you could use a more costly interpolation than in…
Mop I find it odd that you are posting this now, I thought you used to be a Max user then had to go to Maya. I'm wondering if this happened in older versions of Max or is it an upgrade that came with 2010. I mean they did change how you could shift drag things to extrude edges, so maybe they thought it was a good idea to…
Thanks a lot for the good read, guys. This has been a very helpful thread. I'd like to share what I have learned from it - and this is mostly aimed at people who are writing FX shaders for the Max viewport: The standard way (the method that I have used and many others) to create a normal vector from a tangent space normal…
That'd be great rollin, thanks for volunteering! I have a partial list here, though not the actual shader code for each. If you find some shader code, let me know. Better yet, get a wiki account and post it yourself!
CompanionCube: Thanks for the link! Oddly enough the code snippet he posted about calculateTangentAndBinormal looks (from my rough memory and code conversion) to be the same as the one that Maya uses to calculate the tangent and binormal too, which makes sense, but... weird.
rollin: Thanks! Yeah for some reason when I run the .exe and get the command prompt, as soon as I type anything it closes. But I am able to open note pad paste the appropriate code (looking at the "usage.txt" file explains the code) and save as .bat. So I can in-turn click on the .bat file and convert properly. It would be…
The fact that Nspace has trouble with RTTnormalmap.fx is because the tangent basis used in DirectX Shader Materials does not match Max's standard material using "Normal Bump". Plus, I wasn't able to figure those out 100%, as they differ (albeit slightly) from anything in the docs or samples. By looking at the sample code,…
If the basic method of coming up with "raw" per vertex tangent space (before doing splits), ie averaging the neighbouring triangle tangent spaces, is the same between all applications then the differences should at least be minimal I would think ? I'm not a coder like you, but when I did work with DirectX and had to…
Eric: I just assigned the normals to a regular material in 3ds max (like you would for anything) and then turned on "Show hardware map in viewport". One thing I didn't mention though, before I exported from 3ds max I had to triangulate the mesh. Now when I applied the normals to a non-triangulated mesh (the original mesh)…
Still curious as to what you are exactly doing. I hope it's not a sceret. By what you are mentioning here it sounds like a c++ coded plugin that actually changes the viewport tangent basis calculation?