Unity use cross(v.Normal,v.tangent)*v.tanget.w
to find biNormal
I guess v.tanget.w=-1 in general situation
and v.tangetw=1 in mirror situation
then I try some test
  in 3dsmax (general situation)
  in  Unity  w of tangent is  -1
  Normal Direction :  red  ball to green ball   
  Tangent Direction : red  ball to blue ball   
  in 3dsmax (mirror situation)
  in  Unity  w of tangent is  1
  PS:
  set  Absolute  Mode  to  see the UV
     coordinate





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