After the spectacular resonance to my last posting (read: zero answers), here comes another try…
I’ve got a rendering engine using normalization cube bump mapping for detail lighting, simulating geometry detail that isn’t there via bump maps lighting and shading a low-poly geometry with details. So for each object, I recompute tangent space light coords whenever necessary. But for which light? Is there any way to combine multiple lights, perhaps by averaging the light vectors somehow (weighted by distance)?
I have this demo set up, where you walk around a dark corridor and have a flashlight, and it works like a charm. But turn on the light, and everything gets darker outside the projected light cone, because now all the tangent coordinates point towards the flashlight, turn it off and everything gets brighter and less bumped, because now all the tangent coordinates point to the (more distant) corridor light.
I would really appreciate your input on this, I couldn’t find a thing on it on the web. Is this kind of technique so common that nobody even thinks about it, or is it so exotic that nobody knows about it?
Cheers
Wolfgang