3 ms·
You are confusing a per vertex information with a per texel one.
by virtualritz 4y ago
You are confusing a per vertex information with a per texel one.
- dorkwood 4y agoNo I just thought he was implying normals were hard to generate. In your case you need a couple more steps: generate uvs and render to texture.
- yorwba 4y agoThere's little point in rendering normals computed from a triangle mesh to a normal map. The point of using textures is that they enable greater detail without having to add many vertices. With the right normal map, you can make a flat triangle look curved or bumpy. Computing a normal map from video that still looks good if you change the lighting is a bit more difficult.
- dorkwood 4y ago> There's little point in rendering normals computed from a triangle mesh to a normal map. I disagree. It's a common workflow that I've used many times. The idea is you bake the normals from a high poly model with millions of verts and then apply the texture to a low poly model with matching uvs. > Computing a normal map from video that still looks good if you change the lighting is a bit more difficult. Yes, I agree. But it's also difficult to generate a clean mesh, and we can see that they've succeeded in doing that. The point I tried (and failed) to make is that if they can generate a mesh like that from a video, then normals shouldn't be too much of a stretch.