i don't know if this recent blog on autodesk area will help at all http://area.autodesk.com/blogs/chris/how_the_3ds_max_scanline_renderer_computes_tangent_and_binormal_vectors_for_normal_mapping
Qualified normals are what Autodesk is calling their fixed viewport normal map rendering. To enable it you add: [ViewportNormalMapping] ViewportNormalMappingType=Qualified to you 3dsmax.ini which is found at "\Users\UserName\AppData\Local\Autodesk\3dsmax\3dsmax 2011 or 2012\enu" If you are on 2012 you also must be running…
Good call Mr, Diggins (that is an epic name by the way!) I must confess I am surprised and pleased (more and more as time goes on!) by the decent treatment and frank and open discussion and interest in this particular bugbear from the guys at autodesk. I was afraid that the autodesk behemoth would care less and less about…
Autodesk needs to rehaul most of Max's modifier's and they're normals process. One of the reason why I left Max for Maya and Modo what because of they're shitty updates and outdated tools.
Thanks for the reply Jean-Francois. I get what you are saying about making new standards, and Autodesk only really needing/wanting to look after it's own applications. I guess I should be bugging the "others" to adopt Maya/Mudbox's tangent basis.
Awesome! You 3point guys rock, can't wait! And I'll be all over anyone who mindlessly bashes Autodesk as some souless monolithic machine. These guys are out there, listening to real customer concerns, and adressing them directly. You don't see that often, and they should be acknowledged for it.