Greetings fellas,
I decided to give the marmoset baker a try for the first time (pretty good so far), but ive come across an issue thats confusing me a bit at the moment. I read some Marmoset/Substance documentation and forum posts trying to figure it out, but couldnt quite come up with a definitive answer. Maybe im missing something
Project details:
Using Marmoset 3 to bake, Substance to texture and UE4 to render
Preferred normal format = DirectX
Marmoset tangent space: Marmoset
Problem:
Do I need to flip Y channel in the marmoset normal baker to be the correct format for Substance (DirectX) ? Does the marmoset baker output OGL or DX normals by default? The previous question is probably the most important one as that'll tell me whether to flip Y. And if I were to change the tangent space settings in Marmoset, how would that impact the handedness of normal output (Y+ / Y-) ?
Hoping to get some feedback, thanks in advance
Replies
Cheers
Problem:
Normal maps / Textures are warped in UE4, for no apparent reason.
Project details:
Baker: Marmoset (Mikk/Xnormal Tangent Space, Inverted Y)
Texture Size: 8K
Texel Density: 20,48px / cm
Mesh Triangulation: Yes
Hoping for some helpful tips and tricks as usual
Cheers
EDIT: Using 'float StreamingDistanceMultiplier' doesnt seem to do anything. Is something like 2 StreamingDistanceMultiplier the correct format?
PS: Can a mod move this to the UE4 section? cheers.
You just saved me a headache. Thanks a lot !