fabrice.picou Posted June 18, 2013 Posted June 18, 2013 Hi, I have a lot of artefacts on certain "bad unwrapped" meshes. I have same problems with correct unwrapped on complex meshes like vehicles. But I have no problems on meshes with UVW box or plannar mapping. In attached file, a sample with two same planar geometries. On the first mesh, a bad UVW mapping with overlapped triangles. On the second mesh, a standard UVW box mapping. On these two meshes, all vertices are correctly aligned at the same level and smoothing groups are cleared. Is it nomal that UVW mapping affect normal / or lighting rendering on meshes ? Is there a way to correct it ? Thanks in advance ! planes.rar
frustum Posted June 19, 2013 Posted June 19, 2013 Texture coordinates affect on tangent basis. Tangent basis affects on lighting. http://www.gamasutra.com/view/feature/129939/messing_with_tangent_space.php
Guest slice3d Posted July 24, 2013 Posted July 24, 2013 Hi!As frustum said, TBN coordinates are calculated for each polygon based on its UV coordinates.This coordinates will be used in shading pass.So if you have meshes with bad unwraps - they will be poorly shaded in realtime.That's why you should always avoid degenerate polygons (polygons in which all three vertices lie on a single line) in your mesh unwraps. I have same problems with correct unwrapped on complex meshes like vehicles. You shouldn't have such problems on your correctly unwrapped meshes.Can you provide these models? May be I will recommend you something.
Recommended Posts