Is there a general rule of thumb for light direction in the green and red channels? I've seen all sorts of different directions, but generally light from above in the green channel and light coming from the right going to the left side, in the red channel. Yes/no? Does it matter? Seems for consistency's sake, it should matter?
Thanks!
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All that aside ... it's trivial to invert when needed. I'd stay stick with Y-up for display purposes, it's just more readable.
I agree, it's trivial to switch, but I like the idea of consistency among a local team, so I'm just seeing if there's consensus among the global community first.
Thanks again!
Cheers
Green should be top down for Cryengine, but vice versa for UE4, some programs like substance painter let you switch between OpenGL and DirectX and there's really no rule of thumb at all.
I don't know the reason behind these differences but as an artist this seems really stupid to me. Same goes for Spec/Gloss and Metal/Rough. Things could've been way more consistent than they are.
The result is the same horizontal scan, but inverted vertical scan. Hence why the green channel in a DX map points down, hence why Allegorithmic name their normal texture outputs as Gl vs Dx.
Edit: Also worth mentioning that at the end of the day it's arbitrary, developers can always flip their buffers etc. so labelling the difference Gl vs Dx only really explains the history, it's not a great descriptor.