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✅ Support Game Engine Series / gameengineseries or https://ko-fi.com/gameengineseries Previously we discussed how a tangent frame can be calculated for any triangle mesh, given that it contains vertex normals and vertex UVs. We didn't however look at how a normal map is constructed, which obviously is less relevant for using it, but is important to know nevertheless. 🟥(Red Episode) The assets I used in this video are available for Patreon and Ko-fi supporters of the channel: / 270663 https://ko-fi.com/gameengineseries/shop ✅ Donations: https://www.paypal.com/paypalme/arash... https://ko-fi.com/gameengineseries ✅ Discord / discord ✅ Twitter / primalnippleman 🐱 Mr. Frummel & Louis' unreal adventures / mr.frummel 💜 Big thanks to Tribal Elders: Von Bismarck, Lester Lin, Ashwin Mods, Zachary Shrout, Alexandru Iancu 💚 Big thanks to Chief patrons: Simon, Eero Laine, deathcat00 🧡 Big thanks to Shaman patrons: Shaun Mitchell, Aiguo Wang, Talis Lincoln, Miime, Timmy Jenkins, David Ducados, Soheb Bhimani Further reading: Shaders Monthly - Microfacet BRDF: • Microfacet BRDF: Theory and Implementation... Physically based shading: https://cglearn.eu/pub/advanced-compu... LearnOpenGL: https://learnopengl.com/PBR/Theory 00:00 - intro by Arash Khatami ------------------------------------------------------------- #PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries