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William F Pokorny <ano### [at] anonymousorg> wrote:
> Am I right it's looking like orthographic camera(s) for the 2d image and
> also to generate an rgb normal image for any particular orientation of
> the object?
After hunting down some discussions on this for Blender and Unity, that's the
way it looks to me.
I think that this Godot engine might need an inverted y normal --- but I'm ...
.... wait for it ...
.... waiting for Godot to answer that. :D
Literally, it needs to get tested out in the Godot rendering engine to see if
it's correct.
> If yes, did you generate the normal map on the right with the trace
> command? Asking because I've long carried around the question of whether
> trace returns the raw normal or the texture perturbed raw-normal. Your
> image, if done with trace, makes me think it returns the raw normal.
I did not - the averaged slope pattern looked simple and was already
implemented, so I went with that for speed and laziness :D
I was actually reviewing this in my head this morning, and I realized that I
probably introduced some confusion by adding normal {granite scale 1.5} to the
asteroid for an earlier experiment and didn't remove it from the gray asteroid
in the latest comparison.
I just removed that texture normal, and now the surfaces look the same, and
#declare G = function {pigment {granite scale 1.5}} along with
subtracting G(x,y,z).x*0.25 from the noisy sphere function gives me
normal-perturbed versions of both.
So, that indicates that it's purely a geometric / actual raw normal, not a
normal that is modified by the texture.
Attached is the pigment-function subtracted isosurface.
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Attachments:
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Preview of image 'asteroid_prototype.png'
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