¡Ø º»³»¿ëÀº ÇØ¿Ü Å×Å©´ÏÄõð·ºÅÍÀÎ Zhang Jian¾¾¿Í 3D¾ÆƼ½ºÆ®ÀÎ Julian Johnson-Mortimer¾¾ÀÇ
ÄÄÇ»Åͱ׷¡ÇÈ Ä¿¹Â´ÏƼ»çÀÌÆ®ÀÎ imagine Cube(http://www.imaginecube.com)¿¡¼
´Ù·ç¾îÁø 'Normal Mapping:Theory and Practice'ÀÇ ¹ø¿ª³»¿ëÀÓÀ» ¹àÈü´Ï´Ù.
ÀÌ Æ©Å丮¾óÀº ³ë¸»¸ÊÀÇ ±âº»ÀûÀÎ ¾ÆÀ̵ð¾î¸¦ ÀÌ¿ëÇÏ¿© Maya¿¡¼ ÀÀ¿ëÇÏ´Â ¹æ¹ýÀ»
¾Ë·Áµå¸®±â À§ÇØ Á¦À۵Ǿú½À´Ï´Ù.
³ë¸»¸ÊÇÎÀº ¸ðµ¨ÀÇ ÇöÁ¸ÇÏ´Â ³ë¸»µéÀ» ´ëüÇÏ´Â ±â¼úÀÔ´Ï´Ù. À̱â¼úÀ» ÀÀ¿ëÇÏ¿©
Æú¸®°ï¼ö¸¦ Àû°ÔÇϸ鼵µ ÈÙ¾À °³¼±µÈ ÇÏÀÌÄ÷¸®Æ¼ÀÇ ±×·¡ÇÈÀ» ¿¬ÃâÇÒ ¼ö ÀÖ½À´Ï´Ù.
±×¸² 1. ³ë¸»(±×¸²¿¡¼ ³ì»öºÎºÐ)Àº Ç¥¸é¿¡¼ ¼öÁ÷À¸·Î ¼¼¿öÁø º¤ÅÍÀÌ°í
±×°ÍÀ» ÅëÇؼ Ç¥¸éÀÇ ±âº»À§Ä¡¸¦ ³ªÅ¸³À´Ï´Ù. °¢°¢ÀÇ vertexÀÇ facet³ë¸»À» ÀÕ´Â
Æò±ÕÁ¡À» ±âÁØÀ¸·Î vertex³ë¸»À» °è»êÇÕ´Ï´Ù.
±×¸² 2. 2,807°³ÀÇ ·Î¿ìÆú¸®°ï ¸ðµ¨ÀÔ´Ï´Ù. Maya¿¡¼ ¸ðµ¨¸µµÇ°í UV¸Ê󸮰¡
µÇ¾îÀÖ½À´Ï´Ù. Á÷¼±ÀÇ Æ²¾È¿¡ °¢°¢ÀÇ vertex³ë¸»ÀÌ triangleµéÀ» ºÎµå·´°Ô º¸ÀÌ°Ô
ÇÕ´Ï´Ù.
±×¸² 3. ´õ¸¹Àº µðÅ×ÀÏÀ» À§ÇÏ¿© ´õ¸¹Àº Æú¸®°ïÀ» ÇÊ¿ä·ÎÇÏ°Ô µË´Ï´Ù.
±×¸² 4. 723,584°³ÀÇ triangleµé·Î ÀÌ·ç¾îÁø ÇÏÀÌÆú¸®°ï ¸ðµ¨ÀÔ´Ï´Ù. ZBrush¸¦
ÅëÇÏ¿© µðÅ×ÀÏÀ» ¸¸µé¾î expertÇÑ °ÍÀÔ´Ï´Ù.
±×¸² 5. ·Î¿ìÆú¸®°ï ¸ðµ¨¿¡¼ ³ë¸»µð·º¼ÇÀ» µû¶ó ºûÀÌ Ä³½ºÆõ˴ϴÙ. ³ë¸»Àº
ÇÏÀÌÆú¸®°ï¿¡¼ º¸¿©Áø ºûÀÇ Ã³¸®¸¦ ±×´ë·Î °¡Á®¿Ã ¼ö ÀÖ½À´Ï´Ù. ÇÏÀÌÆú¸®°ï ¸ðµ¨ÀÇ
Æ®¶óÀ̾ޱ۵éÀÇ Octreeµ¥ÀÌŸ±¸Á¶¸¦ ºÒ·¯µé¿© ·¹ÀÌij½ºÆÃÀÇ ÇÁ·Î¼¼½º°úÁ¤À» ºü¸£°Ô
ó¸®ÇÕ´Ï´Ù.
±×¸²6. ·Î¿ìÆú¸®°ïÀ¸·Î ȯ¿øµÈ ³ë¸»µéÀÇ ºûÀÇ ±âÁØÁ¡µéÀ» ÇÏÀÌÆú¸®°ïÀÇ
³ë¸»µé·Î ´ëüÇØÁÝ´Ï´Ù. ·Î¿ì¿Í ÇÏÀÌÆú¸®°ï»çÀÌÀÇ µð½ºÇ÷¹À̽º¸ÕÆ®´Â ¹«½ÃµÉ ¼ö
ÀÖ½À´Ï´Ù.
±×¸² 7. ·¹ÀÌij½ºÆà °è»êÀº °¢°¢ÀÇ Æú¸®°ïÀ» triangleµéÀÇ
¼¼Æ®·Î ºÐ¸®µÇ¾îÁú ÇÊ¿ä°¡ ÀÖ½À´Ï´Ù. µÎ ¹ø°ÀÇ Facet°°Àº °ÍµéÀº ÇÇÇØÁ®¾ßÇÕ´Ï´Ù.
±×¸² 8. ·Î¿ìÆú¸®°ï ¸ðµ¨ÀÇ UVÄÚµð³×ÀÌÆ®ÀÔ´Ï´Ù. °ãÃÄÁø
UVÀ̳ª Á¦·Î»çÀÌÁîÀÇ triangleµéÀº ·Î¿ìÆú¸®°ïÀÇ UVÄÚµð³×ÀÌÆ® ½Ã½ºÅÛ¾Ö¼ rastering(ÁÖ»ç)ÇÒ
¶§ ¹®Á¦°¡ ¹ß»ýÇÔÀ¸·Î ¾ø°ÔÇؾßÇÕ´Ï´Ù.
±×¸² 9. RGBä³ÎÀ̹ÌÁöÀÇ ³ë¸»vector¸¦ ³ë¸»¸ÉÇμҽº·Î½á
ÀúÀåÀ» ÇÕ´Ï´Ù.
±×¸² 10. ³ë¸»vector´Â ÀϹÝÀûÀ¸·Î ¾Æ¿ôDzÀÌ µÇ±âÀü¿¡ ºûÀÇ ¿øÁ¡¿¡¼ źÁ¨Æ®·Î
ÀüȯµË´Ï´Ù.
±×¸² 11. źÁ¨Æ® ½ºÆäÀ̽º´Â ºûÀÇ ¿øÁ¡¿¡¼ źÁ¨Æ®¿Í ³ë¸»
±×¸®°í ¹ÙÀ̳븻(T¿ÍNÀ¸·Î Å©·Î½º»ý¼º)µî¿¡ ÀÇÇØ ¸¸µé¾îÁø ·ÎÅ×ÀÌ¼Ç ¸ÅÆ®¸¯½ºÀÔ´Ï´Ù.
±×¸² 12. ³ë¸»¸ÊÆÛ´Â ÀÛÀº ½ºÅĵå¾ó·Ð ¾îÇø®ÄÉÀ̼ÇÀ¸·Î
³ë¸»¸ÊÅؽºÃĸ¦ 16ºñÆ® TIFFÀ̹ÌÁö·Î »ý¼ºÇÕ´Ï´Ù. ±×°ÍÀº WavefrontÀÇ .objÆ÷¸ËÀÇ
·Î¿ì¿Í ÇÏÀÌÆú¸®°ï¿¡¼ ÀоîÁö¸ç ¸ðµ¨ÀÇ 3D¿Í UVÄÚµð³×ÀÌÆ®¿¡¼ openGLÇÁ¸®ºä¸¦ Á¦°øÇÕ´Ï´Ù.
±×¸² 13. źÁ¨Æ®¿Í ³ë¸»µéÀº ½ºÅ²µÈ ¸ðµ¨¿¡¼ ¹Ù²î¾îÁý´Ï´Ù.
MayaÇ÷¯±×ÀÎÀÎ tangentMapper´Â °è»êµÇ°í vertex´ç ³ë¸»°ú źÁ¨Æ®·Î ·¯´×ŸÀÓ¿¡
ÀúÀåµË´Ï´Ù.
±×¸² 14. NormalMapBump´Â ³ë¸»ÅؽºÃĸ¦ ÀоîÁÖ´Â Ç÷¯±×ÀÎÀÔ´Ï´Ù.
³ë¸»ÅؽºÃĸ¦ ¸Ô¿© normalMapBump³ëµå¿¡¼ matrix¸¦ µÚÁý¾î¼ Ä«¸Þ¶ó¿¡ º¸¿©Áý´Ï´Ù.
ÀÌ°ÍÀº º¸Åë bump2D°¡ Àû¿ëµÇ´Â °Íó·³ Ä«¸Þ¶ó½ºÆäÀ̽º¿¡¼ ³ë¸»vector¸¦ »ý¼ºÇÏ¿©
ÀÏÁ¤ÇÑ material shaderÀÇ normalCamera ä³ÎÀ» ¸Ô°ÔÇÕ´Ï´Ù.
±×¸² 15. Maya ¼ÒÇÁÆ®¿þ¾î·»´õ·¯¿¡¼ÀÇ Å×½ºÆ® ·»´õ¸µÀÔ´Ï´Ù.
³ë¸»¸ÊÇÎÀº ¿ÞÂÊ´Ù¸®°¡ ¿À¸¥ÂÊ´Ù¸®¿Í °°Àº Æú¸®°ï¼ö¿¡ Àû¿ëÀÌ µË´Ï´Ù.
±×¸² 16. °°Áö¸¸ ½ºÅ²µÈ ¸ðµ¨¿¡¼ źÁ¨Æ® ³ë¸»ÀÇ Å×½ºÆ®·»´õ¸µÀÔ´Ï´Ù.
±×·¯¹Ç·Î, ³ë¸»¸ÊÇÎÀÇ ¼ø¼¸¦ Á¤¸®Çϸé :
1. ·Î¿ìÆú¸®°ï°ú UV¸¦ Maya¿¡¼ Á¦ÀÛÇÕ´Ï´Ù.
2.
·Î¿ìÆú¸®°ï¸ðµ¨Àº .objÆ÷¸Ë,vertex±×¸®°í UV¸¸À¸·Î Export½Ãŵ´Ï´Ù. ³ë¸»À» expertÇÒÇÊ¿ä´Â
¾ø½À´Ï´Ù.
3. Zbrush¿¡¼ ÇÏÀÌÆú¸®°ïÀÇ µðÅ×ÀÏÀ» ¸¸µì´Ï´Ù.
4. ÇÏÀÌÆú¸®°ïÀÇ
.obj·Î export½Ãŵ´Ï´Ù.
5. ·Î¿ì¿Í ÇÏÀÌÆú¸®°ï ¸ðµ¨À» ³ë¸»¸ÊÆÛ ÇÁ·Î±×·¥À¸·Î
·ÎµåÇÏ¿© ³ë¸»ÅؽºÃĸ¦ °è»êÇÏ°Ô ÇÕ´Ï´Ù.
6. "mtorMapPolyTangent polyShapeName"
¸í·É¾î¸¦ Maya¿¡¼ ÀÔ·ÂÇÏ¿© vertex´ç źÁ¨Æ®¿Í ³ë¸»À» ´Ù¾çÇÏ°Ô »ý¼ºÇسÀ´Ï´Ù.
7.
shading Network¸¦ ¸¸µé¾î ³ë¸»ÅؽºÃĸ¦ ·ÎµåÇÕ´Ï´Ù.
8. ¿Ï¼ºÀÔ´Ï´Ù. ¶óÀÌÆ®¸¦
Ãß°¡ÇÏ°í Å×½ºÆ®·»´õ¸¦ ÅëÇØ °á°ú¸¦ º¾´Ï´Ù.
¿¹Á¦¸¦ Á¦ÀÛÇØÁֽŠJulian¾¾¿¡°Ô °¨»çµå¸³´Ï´Ù.
°ü·ÃÀÚ·á ´Ù¿î·Îµå :
http://zjprogramming.com/bin/tangentMapper_210905.zip
http://zjprogramming.com/bin/normalMapBump_220905.zip