Latest NormalMapping Activity
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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…
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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…
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So you've solved the problem of all UV edges getting cut/not getting sewn?
Can you try to use the DAE untriangulated and see if the game engine does a proper job of triangulation?
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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…