Question about tangents and bump
Posted: Wed Dec 10, 2025 5:57 pm
I got a extrange result when use bumpmapping over my own objects (created by me):
Well i got simple cubes creates with normals like ogre information say at respect to direction, all work nice without bumpmapping. But when apply bump the normals (shadow by face) is wrong.
Im using ccw for faces (standard face direction) and the table reference for face orientation (normals and tangents).
The weird thing is XY and Z normals like inverted, top is dark and bottom is light, left and front same...
Is a bug, is right my table, may be because im using UV globals (world coordinates)?
May be the moon is in aquarius and mars is in scorpius?
I can solve this with a var like Invert=1 but is not the right solution.
This is the table im using. May be interesting for any of you.
Well i got simple cubes creates with normals like ogre information say at respect to direction, all work nice without bumpmapping. But when apply bump the normals (shadow by face) is wrong.
Im using ccw for faces (standard face direction) and the table reference for face orientation (normals and tangents).
The weird thing is XY and Z normals like inverted, top is dark and bottom is light, left and front same...
Is a bug, is right my table, may be because im using UV globals (world coordinates)?
May be the moon is in aquarius and mars is in scorpius?
I can solve this with a var like Invert=1 but is not the right solution.
This is the table im using. May be interesting for any of you.
Code: Select all
Cara Normal (N) Tangente (T) Binormal (B = N × T)
+X (right) (1, 0, 0) (0, 0, -1) (0, 1, 0)
–X (left) (-1, 0, 0) (0, 0, 1) (0, 1, 0)
+Y (top) (0, 1, 0) (1, 0, 0) (0, 0, -1)
–Y (bottom) (0, -1, 0) (1, 0, 0) (0, 0, 1)
+Z (front) (0, 0, 1) (1, 0, 0) (0, 1, 0)
–Z (rear/back) (0, 0, -1) (-1, 0, 0) (0, 1, 0)