Advanced Member Methelina Posted October 31, 2015 Advanced Member Report Share Posted October 31, 2015 In my research normal maping and tangent space calcs i found interesting method to control the artifactless and very accurate TS generation via per-triangle to per-vertex tangent space co-respondence, i think this method can be added to the TS Calculation algo list in the 3Dc. It can produce 16bit normals maps that is vry usefull in the modern PBR pipeline (via BC5/ATI2n/3Dc for sure). This method is used in Cryteck Polybump software. Main article Alt article page 43 Source code from ShaderX book Quote Link to comment Share on other sites More sharing options...
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