Latest NormalMapping Activity
Just a small demo of triplanar texture mapping + normal mapping in action over a procedurally generated surface.
To better show the effect, in this simple demo I used a brick texture over a very smooth terrain (generated using small values of "persistence").
Textures from:
. FreePBR.com
. Textures.com
C…
JoeJ said:
Notice both methods have in common that you have to duplicate vertices.
very true, didn't even think about that.
JoeJ said:
If you think of a detailed mesh with thousands of triangles, those duplicated vertices are few in comparison to the total vertex count, so it's no problem an…
I'm stumped. Here's what information I could gather, throwing it out there in case someone can solve this, because I sure can't.
I made a model that is fully triangulated, a box. In the .dae/collada file I get 72 uv values (s and t values), which would correspond to 36 vertices (3 for every tr…
I recall having this effect a number of times. In my case the cause were normals that didn't all point in the same direction. I'm not sure if there's a quick fix for it. Either anti-aliasing as mentioned (but I doubt that), or maybe a different shadowing approach. Should these pixels actually be li…