I know there'a lot of literature on the subject available on this very forum but I have a specific question and frankly after 90 minutes reading I'm bored.
the question is...
Is it possible to force max (2012) to use a given tangent basis for rendering normals using a DX viewport shader?
ie. can I write a shader that definitely matches my engine?
Replies
The shader won't be useless because the artists will be able to see what they're getting and use that information to shift seams or whatever is required to hide artefacts without going through the rigmarole of export and viewing - a process that's further complicated by our preview renderer not playing nice with ATI cards.
However if what AlecMoody says is correct I'm buggered anyway - unless I can do something via the SDK...
Doesn't the 3 point quality normals modifier do something along these lines? I din't really pay a lot of attention last time I used it
edit:
Thanks to a post by a certain mr Cloward elsewhere on the interweb I've established I can do "something" that affects this - I've managed to break my specular lighting and make seams very obvious so I assume I'm on the right track
if I can actually wrap my head around this to the degree where I can explain it ill try to put something up as it could prove useful
My concern is that while this worked for syncing max scanline and max viewport there are likely to be other factors for your engine that are going to be more difficult to replicate.