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> 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 id
by 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.