Applying transformations to individual objects is not a problem, since you can always transform the ray into the local coordinate system before raymarching. What is not possible is trying to apply different transformations to the individual voxels inside an object, which is required for e.g. skinning. The program you…
It's not like a shader that transforms your object space normals with your Bone transform matrix is common practice however. Plus it's a bit heavy on performance.
Try to freeze only the scale transform. There's a bug in maya 2018 prior to 2018.4 that modify the direction of your transform on objects with non uniform scale.
Earthquake is perfectly correct. This is an issue with the texture not having enough precision to accurately produce a very subtle gradient. When you have a flat/nearly flat surface and you're trying to use a tangent space that has a very low curvature, it becomes problematic and actually makes it even more difficult to…
Sorry to necropost. this thread is linked in the polycount wiki for detail maps, and I might be able to give some help in case anyone else stumbles across this thread. http://wiki.polycount.net/Detail_Map The way I do it is to basically the method of combining normal maps in photoshop (halve the blue channel on one, set to…
Tool > Transform > Activate Symmetry You can toggle this by pressing the X hotkey, but you'll still have to access the Transform menu to change symmetry axes.
I don't really follow what you are saying in the last post but- Just because a normal map is multicolored does not make it a world or object space map. If you rotate the shading on a tangent space map 90 degrees you will get a non blue normal map. In your case it sounds like you just need to set handplanes input maps to…