As far as i can tell there are no errors for me in my normal maps (with mikk tangent space).
Blender bakes correct by default.
For xNormal you have to activate “compute binormals in pixel shader”:
click the Tangent basis calculators tab,
then “select Mikk - TSpace”
click “Configure”
So… reflection
Here is the old way (classic tangent generator + classic normal map baked by substance painter)
The new way (mikktspace + compute tangent space per fragment in substance painter)
A lot better!!!
But the reference hurts…a lot.
Here we see the limit of the technique (pre baked env maps for performance) The maps are 128x128 in their higher resolution so of course, on plain mirrored surfaces it’s pixelated compared to sampling the env map directly in the shader.
Tbh I don’t know why we still have TBN inconsistencies… IDK what I can do more… If you guys have an idea… I’d like to hear it.
But i don’t know what the purpose of that line is really, except that it is modifying the reflection vector somehow.
Also I’m 99% sure the irradiance should be sampled with the world normal and not the reflection vector. (The diffuse term is generally view independent)
Ah ok i understand the parallax correction part now, i think the problem is that this value has to be set correctly.
with a bounding sphere fitted to this test scene it looks like this:
with a really big bounding sphere it looks like no parallax (as expected).
Anyway i’ll try to implement the OBB Volume parallax correction, with those two it should be possible to cover many use cases.
Yep that’s the intended result.
But yeah for this kind of scene OBB would be a better fit, we wouldn’t have those reflection misalignments in the corners.
Bounding sphere was pretty easy, OBB is more difficult. Also we don’t have it as a bounding volume in the engine, so the first step might be to add it.
I did some work on finite environment mapping http://www.youtube.com/watch?v=3v4WUyr6G3Q a while back, useful for indoor maps or ones with close grounds, would it be of any use to this stuff ?
This thread is great, even if the math stuff only comes as static noise to me, seeing how each iteration the reflection on that gun improved was really nice.