I was wondering if it would be possible to have support for Maya tangents inside of Designer + Painter. I notice that there is a mikkt and unity.dll right now, but not Maya.
The API for the tangent space plugins in Substance Designer is public (and quite simple, there are just a couple functions to implement). A developer or maybe a C/C++ capable tech artist could fairly quickly translate the code above and make a plugin for those tangent spaces.
In Maya, the default vertex normal method is "Angle And Area Weighted", and not supported in Substance. In the Maya preferences > Settings > Modeling, switch vertex normal method to "Unweighted", Or in the object Shape > Mesh Controls, switch vertex normal method to "Unweighted". Now the normals are concistent between Maya and Substance.
Replies
http://download.autodesk.com/us/maya/2011help/index.html?url=./files/Appendix_A_Tangent_and_binormal_vectors.htm,topicNumber=d0e227193
Also, FWIW, here's the (different) 3DS Max way:
http://area.autodesk.com/blogs/the-3ds-max-blog/how_the_3ds_max_scanline_renderer_computes_tangent_and_binormal_vectors_for_normal_mapping
The API for the tangent space plugins in Substance Designer is public (and quite simple, there are just a couple functions to implement). A developer or maybe a C/C++ capable tech artist could fairly quickly translate the code above and make a plugin for those tangent spaces.
In the Maya preferences > Settings > Modeling, switch vertex normal method to "Unweighted",
Or in the object Shape > Mesh Controls, switch vertex normal method to "Unweighted".
Now the normals are concistent between Maya and Substance.