Comments (1)
Cesium for Unreal supports unlit materials by disabling shadows and making all normals point up (along the ellipsoid surface normal: CesiumGS/cesium-unreal#1017
I tried experimenting with the same idea in Omniverse and the results don't look great. Aside from ray self-intersections which show up as black, there's this flat shading type of look regardless of the normal direction. It reminds me of some of the issues in #59.
Smooth normals | Flat normals | Up normals |
---|---|---|
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Here's the code:
pxr::VtArray<pxr::GfVec3f> getNormalsGlobe(
const pxr::VtArray<pxr::GfVec3f>& positions,
const glm::dmat4& localToEcefTransform) {
const auto ecefToLocalTransform = glm::dmat3(glm::inverse(localToEcefTransform));
pxr::VtArray<pxr::GfVec3f> normalsUsd(positions.size(), pxr::GfVec3f(0.0f));
for (size_t i = 0; i < positions.size(); i++) {
const auto position = UsdUtil::usdToGlmVector(positions[i]);
const auto positionEcef = glm::dvec3(localToEcefTransform * glm::dvec4(position, 1.0));
const auto normalEcef = glm::normalize(positionEcef); // geocentric normal, should be geodetic
const auto normal = ecefToLocalTransform * normalEcef;
normalsUsd[i] = pxr::GfVec3f(static_cast<float>(normal.x), static_cast<float>(normal.y), static_cast<float>(normal.z));
}
return normalsUsd;
}
from cesium-omniverse.
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from cesium-omniverse.