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Normal Map, Tangent Binormal on Mirrored Objects
Dear Support,
I had a question regarding your calculation of tangent and binormal attributes for shaders. On my 3ds objects, to conserve texture space I am using symmetries. This causes the UV coordinates to be shared, but mirrored. When I bring the object into Vizard and use a Normal Map shader, I get every other symmetry (mirrored) element with reversed tangent and binormal attributes. I was wondering if you know of a fix for reversing the orientation of the tangent attribute, or if there might be a way for you to check in your automatic calculation ( I am guessing you use the texture coordinates for this) to determine if the sign of the normal is in the proper direction? Attached is an image of the problem, if I go into max and mirror the UVs back, it fixes the alternating problem. However, there are some assets that can not be mirrored (not symmetrical). Thanks, George |
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binormal, normal, tangent |
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