![]() Sorry if they is unclear, I am almost confusing myself here. This matters in that it is difficult for me to parameterize my 3D surfaces into a 2D (u,v) system, and I do not wish to as I want to map my 3D bump map precisles "as-is" to my 3D surfaces (as if they were carved out of an already existing 3D material). Blinn's method does not work for me unless I parameterize my height map into (u,v) which I am not sure how to accomplish.Īnother issue is that I am using fully 3D procedural bump map textures, and fully 3D surfaces, not 2D ones. I was assuming I could use the px and py (of my height map defined in (x,y)) as the pu & pv, which obviously do not create a coordinate system on most slopes.Īnyways. The original surface must be parameterized in order to have this set properly. In other words, pu and pv must create a right angle, which they do not if they are not "flat". It requires that the partial derivatives (pu, pv) of the original surface and the original surface's normal (N) to create a coordinate system (pu, pv, N). I figured out the problem with my Blinn bump mapping. ![]()
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