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The version of rnm shader presented in this article [1] differs from [2]. In the original rnm shader realization-[1] they project normal into the basis and combine this vector with the three rnm lightmap colors. In the [2] - Figure 1 : after projection into the basis, they square the components of the projected vector before the linear combination and normalize the diffuse lighting coefficients.
What mathematical explanation allows us to square and normalize? (may be computation of lightmap has some difference)
Which version rnm lightmap does your software provide?
[1]
http://www.valvesoftware.com/publications/2004/GDC2004_Half-Life2_Shading.pdf
[2]
http://www.valvesoftware.com/pub...adiosityNormalMapping.pdf
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Hi,
Beast directly supports the RNM type described in [1].
If you want the RNM type described in [2], you can achieve this with a Lua bake in Beast.
Turtle has direct support for both RNM types.
If you require any additional help, e.g. with setting up a Lua bake in Beast, don’t hesitate to file a support ticket.
Regards,
Mikael Lind
Beast Support Team
Autodesk
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