In the interface you can already specify the direction of the green channel (Y+/Y-), so what does the specific tangent space do in addition to that ? (Since in the tangent space list you have both Mikk and UE4).
@Neox - Would you mind posting the crashing FBX envelope file somewhere that I could download it? Also, what bit-depth do you need for the vertex colours? is 8 bits per channel enough?
@JedTheKrampus Great suggestion! I wasn't sure if there was much interest in Linux, but if there is, we should be able to port it. I'll update you if we're successful. [Edit] @JedTheKrampus What distribution would you recommend developing against?
Go here and click the big orange download button and follow the instructions that are here to make a bootable USB disk. You're going to want to do a regular old bare metal installation for GPU purposes, so reboot your computer, mash keys until you get a BIOS menu or a boot menu, and figure out how to get your BIOS to boot…
I think the presets let you do either or, the batch bake lets you bake 8 completely different models, make a preset for all 8 projects if that makes sense. The presets themselves is where you determine the low poly file and the high poly file(s) that will bake out the different maps. So set up 8 presets with 8 different…
When you use scalar displacement, do you use world space displacement or a normalized value for the image (0 to 1?) What component depth do you use? I can add the vector displacement easily, but it will just be the displacement along the transfer direction. I'm just looking for a way to test my UDIM output. But I think I…
Son Kim & Malcolm - If you are seeing black tangent basis maps, please let me know how you got them. Let me know which export path you used and I'll try to post a warning if it detects that case. Regarding dilation - I can change it to edge padding if that's more intuitive. It's really more 'shell padding' than 'edge…
It can be automatic (in some software anyway) and it's non-destructive (Well, unless you overwrite your working mesh for some reason). What makes it such a problem for you? (Just curious). Although if your examples have triangulation mismatch from the baker and engine for the xN bakes but not the MB ones then I'd say the…