|
![](/i/fill.gif) |
Some additional notes:
The counter-stretching is not the source of the problem. While it is used
here to make the problem more obvious, the normals will be evaluated
incorrectly when a UV map is stretched, no matter how the normal is scaled.
I would say that the problem manifests itself in almost all uses of UV maps
with normals. At least on curved surfaces, mapping a planar texture onto it
will *always* result in some amount of stretching.
I don't know if the behavior is a bug or a limitation. In any case, as long
as it is there, artists should be very cautious about using normals in
combination with UV mapping.
Rune
--
http://runevision.com
Post a reply to this message
|
![](/i/fill.gif) |