fozi wrote: »
Keep in mind though, the shader fix only works if you use normal maps converted by NSpace, which is prepared to output "Normal Bump" compatible tangent maps.
So your baking the normals using world space instead of Tangent space and then converting it back to tangent space after?
EarthQuake wrote: »
Right, which is correct no?
Max tangent = broken by default, the reason for this thread
Max World = Attempting to load a world space normal as tangent
Nspace = "Fixed" tangent space that syncs to the correct realtime preview
This is a big let down, because honestly I don't have any need for viewing normals in max like this, since ultimately it always ends up going into Marmoset or Unreal.