So if I'm using xNormal's SBM exporter in Max, and I check "export tangent basis", does that mean that whatever tangent basis weirdness max has is going to carry over to my xN render? Or is that like a totally different thing?
Here's my contribution to the experimenting: From Left to Right: 1. EQ's normal map that he baked in Maya applied in the 3ds Max viewport with the "Show Hardware Map in Viewport" option. 2. EQ's normal map that he baked in Maya applied in the 3ds Max viewport with a custom FX shader that I wrote. 3. A normal map that I…
I've used Epic's SHTools plugin for Max to render out normal maps for Unreal in the past. The resulting maps were supposedly more "correct" than Scanline or Mental Ray bakes. So I'm guessing that's how they handled the odd baking properties of Max.
No... It was a lot worse and now its fixed in max. Before there wasn't a way to display normal maps in the viewport without using 3rd party software. Now max displays them just fine without 3rd party software. However, because there are many ways to render and use normal maps within all of the various engines and there…
Hey Per, does that mean this is what you guys rely on whenever a studio asks for 'Max specific' maps? Would it be correct to assume that this is your preferred solution when it comes to UnrealEd (since I believe Epic is a Max house) Also ... If you guys have this fix, I would think you also put together a Maya style…
What I need to know is how Blender computes the tangents, internally. In this case, I can find out by just having a look at the source. The real problem are closed source apps like Max/Maya. AFAIK, in Max, it seems to boil down to "geom.dll" and ComputeTangentAndBinormal(). Is there anyone out here familiar with Max's…
So, you're saying you use NO hard edges, and get perfect results in max?.... Clearly you can't be saying that, or you would be showing examples that prove everyone in this thread wrong. =) This is a pretty good example of what happens in max, even using hard edges with a pretty clean mesh, no outrageous issues or anything,…
And then they'll have to export from max to their engine and it will probably be different again. I guess if you're a freelancer you wouldn't care about that step. Most engines I've used have slightly different normal calculations to what you'll see in max or maya. The lighting can look very different and the shaders may…