Nice stuff Parkar. jocose, if a normal is -1 (dirty yellow in a tangent space map) then it is pointing towards the back of the triangle (if the surface normal is pointing towards the front of the triangle, as is usually the case). So then that pixel won't be lit unless the light is coming from the back. I put an example…
Hey Eric, I just spoke with our engine guy and I think I get this now. Often times the Lambertian Reflection equation is used to calculate the shading. diffuse = Kd * (N dot L) I don't get how it works, I suck at math, but I was able to understand that the equation just simply assumes the normal value will have a length of…
The tangent space is partly derived from the mesh vertex normals, which in turn are influenced by the directions of the triangles. The direction of a triangle's surface (towards us or away from us) is defined by the winding order (creation order) of its vertices. CCW order = triangle is facing us. That's one part of it.…
My atempt at explaing this. Forget about the normal map first and just consider the lowpoly mesh. For each pixel that is rendered on the screen a normal is calulated by averaging the normal of the polygon being rendered and the neighbouring polygons. You can google this to get examples of algorithms to calculate this. The…