It not quite sync with MikkT Tangent basis yet. I tried the same the mesh and normal map in UE4.7.1. it looks perfect from all angles. You can download the file(tangent space normal map, low,high) to test here: https://copy.com/mQGH1aNYud0vaM1e this was baked in Modo as OS normal map, converted to tangent space normal in…
wes.sau, Modo can't export tangents & bitangents. So for UE4 I just import Normals. @Warren, nice! I haven't tried baking within SP or SD, good to know it works. I think Jerc mention the viewport in 1.3 would sync to MikkT... I'll give baking in SP a try, though for many of my bakes I need to stick to modo because I use…
It should work in 1.3, and it seems to work with some meshes, but apparently it's still not 100% perfect as you have found a problem with that test mesh from hell. It could be due to some changes done by Painter on the geometry to remove edge cases like 0-area triangles, counter-clockwise orientation or non manifold edges,…
Thanks for the tip. Tried this on one of my test-models and it worked. :) It's official: I'm a normal-map noob. :) I also improved the quality a little by baking directly to .tga and removing the alpha channel with PS.
So after investigating, it appears that Designer and Painter are in fact using MikkTSpace properly but it is not sufficient to be synced with Unreal 4 : UE4 computes the binormal of its tangent basis per fragment instead of per vertex like we supposed every engine would do (because it's cheaper). There is an option to set…
With which file format did you do your tests ? Can you try with an obj file (triangulated of course) ? Just to be sure there is no tangents/binormals in the file before importing it in Painter.
I had the same issue but maybe find a way around it (it's surely not the best way). When opening the exported normal map from Substance Painter in PS I recognize the pixel densitiy was odd (72,099999 px/zoll). I opened a new document with a normal ration (e.g. 72 px/zoll) and dublicated the SP Normal into it. After saving…
Yes - Tangents and binormals on a triangulated mesh. Normal appears perfect within painter itself, but in marmoset and UE4 it does not. I'm attaching an image comparing an xnormal bake (with compute binormal in the pixel shader option ON) vs painter. This is in the marmoset viewport, but the same issues happen in unreal.…
I just tried it with a OBJ, same deal looks perfect in SP viewport but doesn't sync with UE4.7. OBJ actually looks worse than FBX for some reason. Modo does not export tangents and binormals.