I still have some engine code that generates tangents for objects but... why? Computing the normal mapping basis from derivatives in the shader works great. I don't know why I should leave this code lying around.
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Vastauksena käyttäjälle @promit_roy
Usually you want cpu-generated tangents when you have to match certain DCC packages that would not generate the same frame as what you would get from shader ddx/ddy
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Vastauksena käyttäjille @kenpex ja @promit_roy
Right: your tangent frame calculation needs to exactly match whatever is used in your normal map baker. So unless you roll your own baker and/or can be absolutely sure that the baker is using the same tangents as your renderer, it makes to use something more standard like Mikkt.
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I’ve also ran into some issues with ddx/ddy precision, as well as some difficulty avoiding discontinuities across triangle edges when calculating the tangent frame on the fly. But we still use it in certain cases, for instance dynamic geo or shaders that use multiple UV sets.
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My Triplanar article shows of another problem with derivative based normal mapping, hard creases appearing on geometry edges:https://medium.com/@bgolus/normal-mapping-for-a-triplanar-shader-10bf39dca05a …
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Oh man one of my former co-workers and current co-worker talking graphics, too cool :-) Matt, Ben and I go waaaay back :-)
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