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Help with Rotation Matrix
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I'm with you until "The next step is to add a bump map." I'm not 100% sure how you want to combine a bump map (which, as you explain, is basically a hemispherical normal map) with a fully spherical normal map. Can you explain that better? I don't understand the purpose or meaning of your vector B, which you say is always (0,0,1). Is the following what you're trying to do? Take the starting normal V, and apply G to it "from its point of view." So, if V is (0,-1,0), and G is (0,1,0), the result is (0,0,1). In this case, G represented a 90 degree rotation upwards. If G is (0,0,1), it represents no rotation and the result remains unchanged from V. One way of thinking about this is to take a picture of G from straight above (positive Z direction), then move our camera to look straight down along V, superimpose the picture we took, and take the resulting vector. If that's what you're trying to do, then it has the problem that you need to decide how to rotate the camera around V before superimposing the picture. If you decide that the camera's "up" should always point towards (0,0,1), then you'll get problems (seams) around places where V = (0,0,-1)*. Perhaps the best way to decide which direction the camera's "up" is depends on the way that the texture is mapped to the final 3D model at each given point. In fact, that may be what you want. In any case, I suspect the easiest solution to this is going to boil down to matrix math and a rotation will be overkill. * I believe your current solution, rotating G around towards V from (0,0,1), will have similar problems, because for different V's around (0,0,-1) the rotations are going to go around wildly different axes. Are the majority of your problems on parts of the model whose normals are around (0,0,-1)?
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