Finally a solution to the UV, thank you very much, I hope that I can solve the problem with the extrusion node thanks to this, since I was never able to achieve a precise solution to the problem, for which I thank you very much for the work you do. Thank you so much.
You're welcome! Although I don't think it will work with the extrude node, because the extrude node doesn't offset the UVs on new side faces and they will have a width of zero which cannot be scaled.
I've heard the term "tangent space" a few times in the past, but not much. I decided to do some research and now understand that it has to do with vertices and is relevant for UVs. from chatgpt: Tangent space is defined at each point on a surface, while local space applies to the entire object. Tangent space is aligned to the surface’s texture coordinates and normal, while local space is aligned to the object's origin and axes. Tangent space is specifically useful for detailed surface operations (like normal mapping), while local space is used for positioning and transforming the object as a whole. Tangent space is a specialized local space used for surface detail manipulation. If the object has a UV-mapped texture with normal mapping (or other tangent space-based effects), the tangent space is defined relative to the object's surface. When you rotate the object, the tangent space rotates with it. This means that the normals and other surface details will continue to be correctly aligned with the texture and the surface. With these statements in mind, I'm having a hard time understanding what you meant by "rotating out of tangent space". Any thoughts on what I'm not connecting here?
The way I like to think about tangent space (in a less technical way) is that its a shared coordinate system that can be constructed both from the the 2d UV coordinates and from the 3d world coordinates. This allows you to translate a point or a direction from 3d space to UV space by passing through the shared tangent space. However, because it's 2d in nature if you rotate a point around an axis that isn't perpendicular to a face. In 3d the left verts might move closer and the right verts father away from the center of that face, or in front/behind each other... but from a flat front on viewpoint the left and right verts simply move closer together, losing that depth info in the change from 3d to 2d.
Finally a solution to the UV, thank you very much, I hope that I can solve the problem with the extrusion node thanks to this, since I was never able to achieve a precise solution to the problem, for which I thank you very much for the work you do. Thank you so much.
You're welcome! Although I don't think it will work with the extrude node, because the extrude node doesn't offset the UVs on new side faces and they will have a width of zero which cannot be scaled.
I've heard the term "tangent space" a few times in the past, but not much.
I decided to do some research and now understand that it has to do with vertices and is relevant for UVs.
from chatgpt:
Tangent space is defined at each point on a surface, while local space applies to the entire object.
Tangent space is aligned to the surface’s texture coordinates and normal, while local space is aligned to the object's origin and axes.
Tangent space is specifically useful for detailed surface operations (like normal mapping), while local space is used for positioning and transforming the object as a whole.
Tangent space is a specialized local space used for surface detail manipulation.
If the object has a UV-mapped texture with normal mapping (or other tangent space-based effects), the tangent space is defined relative to the object's surface. When you rotate the object, the tangent space rotates with it. This means that the normals and other surface details will continue to be correctly aligned with the texture and the surface.
With these statements in mind, I'm having a hard time understanding what you meant by "rotating out of tangent space". Any thoughts on what I'm not connecting here?
The way I like to think about tangent space (in a less technical way) is that its a shared coordinate system that can be constructed both from the the 2d UV coordinates and from the 3d world coordinates. This allows you to translate a point or a direction from 3d space to UV space by passing through the shared tangent space. However, because it's 2d in nature if you rotate a point around an axis that isn't perpendicular to a face. In 3d the left verts might move closer and the right verts father away from the center of that face, or in front/behind each other... but from a flat front on viewpoint the left and right verts simply move closer together, losing that depth info in the change from 3d to 2d.
@@looseEdges - thanks, that definitely helped
太棒了!!