Sup guys
Im attempting to wrap my head round that concept:
We retailer X and Y in U and V just by putting 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 strive to do that? As a result of i cant work with customized break up regular information, and baking any regular maps are completely not an choice.
And solely factor which i would like is easy regular transition between premaded geometry.
My downside is that im not that conversant in such circumstances and cant actually get any priceless outcomes.
I perceive what normals must be by by some means thansform however cant actually get – how precisely?
Perhaps somebody already strive one thing like this?
Properly, the reply was based.
Just because i dumb, i complitely ignore transformation from native to world area first, and solely then, from world area to tangent area.
However debugging what VertexNormalWS are present me, i used to be capable of finding that mistake and get my normals (as greatest because it cant be bearing in mind that wierd methot to deliver them to unreal )