Sup guys
Im making an attempt to wrap my head round that concept:
We retailer X and Y in U and V just by inserting vertices the place we’d like.
After we append them and use DeriveNormalZ (reference: DeriveNormalZ and Compression Artifacts in Supplies and Textures – YouTube)
Why i even attempt to do that? As a result of i cant work with customized cut up regular knowledge, and baking any regular maps are completely not an choice.
And solely factor which i want is easy regular transition between premaded geometry.
My drawback is that im not that aware of such instances and cant actually get any invaluable outcomes.
I perceive what normals ought to be by someway thansform however cant actually get – how precisely?
Possibly somebody already attempt one thing like this?