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Showing results for tags 'normal'.
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Hello, I'm using unigine 2.3. I have an object made with 3dsmax which is skinned with the skinned modifier. I'm trying to import the .mesh of the skinned object into the engine. My issu is that I'm loosing the Smooting groups/ Vertex normal information. It works normally if I import de object without the skinning. I would really appreciate any help on this one :)
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[SOLVED] supply the normal in World Space, not Tangent Space
roberto.voxelfarm posted a topic in Rendering
Hi, we are writing a custom deferred shader and we want to supply the normal in World Space, not Tangent Space. How can we achieve this? We do not want the value we supply in gbuffer.normal to be interpreted as if it was in Tangent Space. /roberto -
Unigine::Mesh class is not saving/loading custom normals.
sebastian.vesenmayer posted a topic in Bug Reports
Hi, When loading my created mesh objects which I saved before there are no normals anymore in the mesh object. Here is a reproducer: { auto mesh = Unigine::Mesh::create(); mesh->addSurface("0"); mesh->addVertex(Unigine::Math::vec3(1.f, 1.f, 0.f), 0); mesh->addVertex(Unigine::Math::vec3(1.f, 0.f, 1.f), 0); mesh->addVertex(Unigine::Math::vec3(0.f, 1.f, 1.f), 0); mesh->addNormal(Unigine::Math::vec3(0.f, 0.f, 1.f), 0); mesh->addNormal(Unigine::Math::vec3(0.f, 0.f, 1.f), 0); mesh->addNormal(Unigine::Math::vec3(0.f, 0.f, 1.f), 0); mesh->addIn -
Hi @demostenes, I've reproduced this. However, it wasn't that often as you mentioned, but quite stable. I also observed that you're running main_sdl.exe instead of regular main.exe. Is this on purpose? We'll investigate the reasons for the crash and will try to fix it in the next update. Thanks.
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Hey everyone, I'm hoping you can help me. I'm a user of Maya and Max 2014 and I'm having issues with exporting a model plane correctly. I've attached images to help explain my issue. The plane looks correct in the editor when the diffuse and spec maps are applied (Capture5.png), but when I apply the normal map, lots of lighting issues seem to pop up on the model (Capture4.png). In UV channel 1, there are overlapping UVs and some inverted UVs, but I'm doing this to save texture space. Am I right in thinking that as long as the UVs are not overlapping or inverted in channel 2, this s
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Hi! Unigine!! I found bug. See Attach File. I Export Mesh. First Local Position 0, 0, 0. Second Local Postion more than 10000 Value... Result is Picture... Max Export is Same Result... If Local Position 0,0,0, then output is good!!! But Local Position Over Than 10000, then output is bad...
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Hi, I have a model which is a flat surface (two triangles) with a simple grey diffuse texture. I clone the model four times and place them connected to each other. Everything looks perfect with any light condition, thank you guys. Then I turn one of the tile to 180 degrees. Because I did not change an angle of normals and my texture is a solid grey color, I would expect to see the same color for all tiles but this is what I've got Why does the surface change its color? Any idea? Steps to reproduce: 1. replace "data\library\worlds\materials\probes.cpp" by
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No matter what I do, I get this: http://i.imgur.com/b5LP8.png Normal map bakes fine in Blender.