object space normal and world space normal are 2 different names for the same thing.
thx
just got a short question about the normal map shading mode in SP.
Does the "direct x" mode only affect tangent space normal maps or also world/object space nmaps - > means, if you bake tangent nm with -y (flipped green channel), you also have to flip the green in your world/object space nmaps for your input textures?
When you switch your document to DirectX or OpenGL, the world space normal will follow this setting. You on ly need to make sure that the tangent space normal you provide is using the right format too.
Replies
thx
just got a short question about the normal map shading mode in SP.
Does the "direct x" mode only affect tangent space normal maps or also world/object space nmaps - > means, if you bake tangent nm with -y (flipped green channel), you also have to flip the green in your world/object space nmaps for your input textures?