Trying to add a new pass to render proxy mesh Normals in UV space #559
aVersionOfReality
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Assuming the meshes have different topology, and that they're animated so they need to be baked constantly, I would do something like:
I'll link you to some references in the code that do similar stuff:
Maybe start by supporting a single object and a single baked texture, then move on to multiple objects and the TextureArray. |
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I am trying to make a setup that will render Object Normals in UV space from a proxy mesh. Basically, a live baking setup (which I guess is also similar to rendering the Shadow Map). This is to solve the problem of mesh level Normal Transfer not being viable in real time rendering (hopefully I can get something working in Unity/Unreal in the long run too, but gotta start here.) I am looking for any input on how to get this working, or if there's a better way to approach it, or if this won't work at all and is a bad idea.
Here's the basic idea I have so far:
This UV space of the proxy mesh is then rendered with an orthographic camera, and a Normals shader.
When the mesh is rendered regularly, this rendered texture is used as the Normals.
I assume this would be something like this, with options for which UV map(s) to use, resolution, etc:
So I've got the basic theory. What I'm missing is how to setup another pass and camera. Is this mostly a matter of python or glsl? How is the shadow map camera done?
I've been looking up some general glsl info, but the problem I'm running into is that I don't know enough to separate general glsl info from any specific context. Lots of what I'm finding is written for other engines, and I don't know what's a glsl thing and what's a Unity thing vs Malt context thing. My glsl knowledge is the "node to code" sort. I don't know anything about pipeline.
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