[Bf-cycles] Cycles Standalone - tangent space normal map
Prayaag Kasundra
prayaag at decorastudio.com
Tue Feb 19 09:35:46 CET 2019
Mohamed,
Thanks for your reply. I am sorry being noob here. We are integrating cycles with Cycles Standlaone XML and cycles executable exe. So I am not sure how can we use mikk_set_tangent_space() function.
Can you explain a bit more?
Thank you again,
Prayaag
________________________________
From: Mohamed Sakr <3dsakr at gmail.com>
Sent: Monday, February 18, 2019 3:07 PM
To: Discussion list to assist Cycles render engine developers
Subject: Re: [Bf-cycles] Cycles Standalone - tangent space normal map
I faced the same problem within Cycles 4D integration, problem is Cinema4D is Y axis up (left handed coordinate system) and Blender is Z axis up (right handed coordinate system), I guess you already use Mikk tangent space to generate tangent data.
what I did to solve this: in mikk_set_tangent_space , I use -ve sign, not a perfect solution, you will find significant bugs in vector displacement node for example (even with +ve sign).
On Mon, Feb 18, 2019 at 9:26 AM Prayaag Kasundra <prayaag at decorastudio.com<mailto:prayaag at decorastudio.com>> wrote:
Hello all,
We were trying to setup glTF PBR workflow using principled_bsdf in our Cycles Standalone integration. Everything is fine. The only problem is if we use normal_map node with tangent space, mesh turns black. We were testing using standard glTF model named Boombox from glTF repo.
I read that if subdivision modifier is there then tangent space normal map will make it black. But that's not the case in our cycles standalone integration. (We even tried with interpolation="flat" on mesh node if smooth subdivision could be an issue).
Thanks,
Prayaag
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