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Unflipped Beckmann shader. Also tweaked more LeePerry.

I think normal map scale needs to be now positive, though not sure, it just looks closer to how it was before with positive scale, also mole on the right cheek is elevated instead of sunk.
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commit ba2088b020a31e7b37a7aac8f649cb1d4cae5e21 1 parent 950d3b9
@alteredq authored
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2  examples/js/ShaderSkin.js
@@ -708,7 +708,7 @@ THREE.ShaderSkin = {
"void main() {",
- "vUv = vec2( uv.x, 1.0 - uv.y );",
+ "vUv = uv;",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
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2  examples/obj/leeperrysmith/LeePerrySmith.js
@@ -13,7 +13,7 @@
"materials" : 1
},
- "scale" : 0.05000000,
+ "scale" : 0.053,
"materials": [ {
"DbgColor" : 15658734,
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2  examples/webgl_materials_skin.html
@@ -118,7 +118,7 @@
var uniformsUV = THREE.UniformsUtils.clone( shader.uniforms );
uniformsUV[ "tNormal" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Tangent_SmoothUV.jpg" );
- uniformsUV[ "uNormalScale" ].value = -0.75;
+ uniformsUV[ "uNormalScale" ].value = 0.75;
uniformsUV[ "tDiffuse" ].texture = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Map-COL.jpg" );

2 comments on commit ba2088b

@mrdoob

I think it looks correct now. Compare it to the previous one (open both in tabs without mouse interaction and alternate):

http://mrdoob.github.com/three.js/examples/webgl_materials_normalmap2.html

@alteredq
Owner

Yup, that's what I was doing. It's not 100% the same but bigger features seem to match better with positive scale.

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