Questions tagged [normals]
A vector that is perpendicular to an object's surface.
165 questions
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OpenGL vertex normalization issue on MAC OS;
I am trying to learn OpenGL and this is my attempt to create a hello triangle program but no matter what the vertices are not normalized I when I have the set to 1,0,0 or something the vertex is not ...
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Normals deformation with FFD
I am developing an FFD tool in Unity for the needs of a level designer. It works similarly to FFD box in 3DS Max. I used the implementation described by Sederberg and Parry with a lattice and ...
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Mesh normals create square pattern on surface
Whether I import a smooth shaded mesh from Blender or I generate a mesh in Unity manually using Unity's built in normal calculation function, I get a square grid pattern showing for the shading of my ...
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How to choose the normal for collision?
Here two objects collide and I use impulse to calculate the velocity after the collision.
But because there are two objects, there are two normals. Calculating impulse only requires one normal.
My ...
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tangents and bitangents or larger textures?
This is more of a performance question than anything, but some time ago I learned that to put normal maps in OpenGL 3D rendering, I could do it in two ways... The first is generally what most people ...
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Calculate Up Vector of Object on Surface Given Points and Normals
Context
I want to find the up vector an object would have if it were leaning on a surface, given a large amount of points on that surface and their associated surface normals (i.e., an equation that ...
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Surface Lit on Wrong Side (UE 5.3)
I have a triangular mesh and a directional light in UE 5.3.2. The directional light is facing in +Z direction (up). Can anyone explain to me why the top surface is lit instead of being in a shadow (i....
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Dark spot glitch in normal mapping shader - WebGPU
I'm implementing a normal mapping PBR shader using WebGPU, but I'm getting a strange dark spot and visual glitches. My scene consists of a cube with a brick texture which has a normal map, as well as ...
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What is a "normal" in game development
I'm new in Game development and probably this is a silly question.
I had a look online but haven't found a clear answer, I did it bit quick but enough to evaluate that this is a confusing topic ...
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How does unity refer a to a normal when there are so many?
When an object collides with another object, does unity calculate the normal, or return it from the list of normals?
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How do game engines avoid recalculating normals upon mesh rotation?
Assume that a face of a mesh is defined by vertices A, B, C and that the normal of the face ...
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How To Convert World Space Normal To Tangent Space?
This question is a continuation of this post on How To Make Seamless Custom CubeMap?
The idea is to create a cube map with procedurally generated noise, extract the noise and a normal map of the noise ...
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How I can compute normals vectors for a tessellated terrain?
I would like compute normals vectors for a tessellated terrain generated procedurally, in order to use them for a basic lighting. I don't know how I could do it. I can do it in the Tessellation ...
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How I can compute normals in a tesellated terrain?
I'm trying to generate a terrain using tessellation. I tesselate patches, so the amount of data passed to the GPU is 4 * numberOfPatch * numberOfPatch.
My problem ...
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Explain how Inigo Quilez calculates SDF box normals
Inigo Quilez's website has a page of 3D ray-surface intersectors, one of which is for a basic 3D box:
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