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swizzle coordinates in marmoset

hi



I baked tangetspace normals out of xnormal at x+ Y- Z+ and they seem to work in 3DS max and Xnormal model viewer.


I tried loading the same model into marmoset toolbag and it looks like a channel is flipped. What swizzle coordinates should I use for marmoset?


Is there a way to change the light direction in Marmoset?


thanks. I went through the marmoset masterthread but couldn't find what i needed.


thanks.

Replies

  • Neox
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    Neox godlike master sticky
    1. try inverting the green channel

    2. press shift and click/move the mouse

    3. why don't you ask in the masterthread? thought thats what its for...
  • SyncViewS
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    SyncViewS polycounter lvl 13
    Hi,
    EarthQuake said Marmoset follows Maya standards, which I'd like to know. In my experience it works with plain X+ Y+ Z+. I may be wrong but results seem right. I hope someone can confirm.

    I usually bake with every axis positive, then use the "Flip green channel" checker in 3ds Max.
  • dolemite
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    Hey guys! Thanks for responding quickly, and inverting the green channel in PS fixed everything.

    Neox: Thanks, I'll remember to ask there next time. Wasn't sure about the protocol before, but now I know. Thanks for helping me with the problem though!

    SyncViewS: Interesting. I'm not familiar with Maya's settings, but it's good to know that someone keeps it simple as x+ Y+ Z+ ahahaha. thanks for the info!


    thanks guys!
  • renderhjs
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    renderhjs sublime tool
    I believe there are technical reasons for doing it different like speed. Still its a mess with all the sub standards of normal mapping.
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