ํ•ต์‹ฌ:

Normal = ํ‘œ๋ฉด์ด ๋ฐ”๋ผ๋ณด๋Š” ๋ฐฉํ–ฅ

Tangent = Spline์ด ์ง„ํ–‰ํ•˜๋Š” ๋ฐฉํ–ฅ

Up = Unreal ์›”๋“œ ์œ„์ชฝ (0, 0, 1)


1. Normal / Tangent / Up

Normal N

ํ‘œ๋ฉด์—์„œ ์ˆ˜์ง์œผ๋กœ ํŠ€์–ด๋‚˜์˜ค๋Š” ๋ฐฉํ–ฅ.

      N
      โ†‘
โ”€โ”€โ”€โ”€โ”€โ”€โ—โ”€โ”€โ”€โ”€โ”€โ”€ Surface

Landscape์˜ ๊ฒฝ์‚ฌ๋„๋ฅผ ๊ตฌํ•  ๋•Œ ์‚ฌ์šฉ.


Tangent T

Spline์ด ํ˜„์žฌ ์ง€์ ์—์„œ ์ง„ํ–‰ํ•˜๊ณ  ์žˆ๋Š” ๋ฐฉํ–ฅ.

        โ†’ T
     __โ—
   _/
 _/

Houdini์—์„œ ๋‚ด๊ฐ€ ํ•˜๋˜:

normalize(Pnext - Pprev)

๊ฐ€ ์‚ฌ์‹ค์ƒ Tangent๋ฅผ ์ง์ ‘ ๊ณ„์‚ฐํ•œ ๊ฒƒ.

Unreal์—์„œ๋Š”:

Get Direction at Spline Point

๋กœ ๋ฐ”๋กœ ์–ป์„ ์ˆ˜ ์žˆ์Œ.


Up Vector

Unreal์€ Z-Up.