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@nothings@mastodon.gamedev.place

Post #2374307

2026-05-02 05:10 UTC

@rygorous@mastodon.gamedev.place Surely the U and V vectors are almost never completely orthogonal except in the most trivial of cases, so I guess this 'isn't useful' is based on people not caring that the direction of the perturbed normal isn't 'perfect'? I have no idea what the outcome of using "wrong" tangent/bitangent in this sense are. But yes, the "common to only want normal" is what I eventually worked out for myself is presumably a significant part of the explanation.

Replies (1)

  • @nothings@mastodon.gamedev.place It's more common than you think. Some automatic UV unwrapping methods guarantee perfectly orthogonal (e.g. LSCM, although that's now a bit long in the tooth). Others don't guarantee it exactly but try to be close. And many standard methods (e.g. the cylindrical projection commonly used for heads/faces) also guarantee it.

    Open ##2374308