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22 mar 2018 · You can extract the plane equation coefficients directly from the View*Projection OpenGL matrix by adding 2 columns of the matrix. This method is described here: http://www.cs.otago.ac.nz/postgrads/alexis/planeExtraction.pdf
You can define a plane with the famous equation: Ax + By + Cz + D = 0 where A, B, C are what we called the normals of the plane, and D is the distance from the plane to the origin. So what is a normal?
6 lut 2018 · In 2.8, the normals display settings are in the Viewport Overlays menu found in the top right of the 3D view by default, under Normals. Note that you must be in Edit Mode: In 4.2, you also need to have the "UV Editing" tab selected for the Normals section of the Viewport Overlays to appear: # 2.8.
21 lis 2023 · As a corollary, if you have a model that renders incorrectly in a weird inside out sort off way, or the surface details look inverted, check the format for the normals and possibly the order of the points - using the wrong normals can cause things to point in the opposite of the intended direction.
15 gru 2022 · The time has finally come to up my normal mapping game. I know the basics of normal mapping, but I've noticed that when getting feedback from GIANTS they linked an image that shows "acceptable quality normalMap made from UVMap with third party plug in":
28 mar 2021 · XP uses regular normal maps. But on top of that it uses alpha channel value for roughness/glossiness and it uses also blue channel tranparency value for reflectivity. Values ar 8-bit per channel, that gives 32-bit (RGBA).
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