object NormalMaps
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def
normalMapFromHeightMap(heightMapTex: TextureMappedProperty[Double]): TextureMappedProperty[Vector[_3D]]
Calculate the normals of the surface defined by a height map.
Calculate the normals of the surface defined by a height map. Uses gradient of height field to calculate the normals: n = cross(Gu, Gv)
Use: If you have created a detailed height map that you want to use to create detailed shading of your mesh - without increasing mesh resolutionPerAxis.
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def
normalMapOnSurface(surface: MeshSurfaceProperty[Point[_3D]], surfaceNormals: MeshSurfaceProperty[Vector[_3D]], normalMapNormals: TextureMappedProperty[Vector[_3D]]): TextureMappedProperty[Vector[_3D]]
~ NormalMap to Surface ~ Map textureMapped normals onto the object surface.
~ NormalMap to Surface ~ Map textureMapped normals onto the object surface. Transform texture map uv space to tangent space on a surface point.
Needs the surface with its normals for example vertex normals and a normal map texture.
Use: map a detailed normal map to the surface of a mesh that has only vertex normals
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def
tangentsBitangentsPerTriangle(textureMapping: MeshSurfaceProperty[Point[_2D]], surface: MeshSurfaceProperty[Point[_3D]], triangulation: TriangleList): (SurfacePointProperty[Vector[_3D]], SurfacePointProperty[Vector[_3D]])
Tangent and bitangent on every triangle, thus by virtue of barycentric interpolation on every point on the surface.
Tangent and bitangent on every triangle, thus by virtue of barycentric interpolation on every point on the surface. The tangent points towards the u texture coordinate; the bitangent in v direction.
Used for: transforming a normals (normalmap) from uv-space to object space. Reference: http://ogldev.atspace.co.uk/www/tutorial26/tutorial26.html
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def
transformNormalsToTangentSpace(normalMap: MeshSurfaceProperty[Vector[_3D]], normalProperty: MeshSurfaceProperty[Vector[_3D]], tangentProperty: SurfacePointProperty[Vector[_3D]], bitangentProperty: SurfacePointProperty[Vector[_3D]]): MeshSurfaceProperty[Vector[_3D]]
Transform normalMap normals to coordinate system spanned by the tangent (v) and bitangent (u) vectors.
Transform normalMap normals to coordinate system spanned by the tangent (v) and bitangent (u) vectors. Tangents point in v respectively u direction on the surface. For every point on the surface there is a tangent and a bitangent.
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