|
I see that one of the types of Second, what if I'm starting from a 3D object format that specifies normal vectors but not a tangent space? I expect that without that, one would be unable to use certain techniques like anisotropic material. But how would I best proceed? |
Replies: 1 comment
|
You can use our It is of course better to do it offline if possible (like what our |
You can use our
geometrylibrary which provides utilities (SurfaceOrientation) to generate those quaternions either from a full orthonormal basis or from vertex data. And you should definitely use our implementation to ensure edge cases are properly handled. Excerpt from the API docs: