

Marmoset TB1 and 2 both support OS (X+Y+Z+) XNormal X+Y+Z+ (uses mikktspace by default) UE4 X+Y-Z+ (uses mikktspace by default but flips the green) Knald X+Y+Z+ (uses mikktspace by default) Off the top of my head the following applications use these settings for swizzleģDCoat X+Y+Z+ (uses mikktspace by default)īlender 2.57+ X+Y+Z+ (uses mikktspace by default) Ofc this is a totally different problem to the incompatibility due to different tangent bases, but that’s another story Yea, but most of the time it is fixable by flipping the Y (Green) if you are having issues. If your transforms are applied, -X-Y-Z seems to put out a tangent normal which will correctly render in blender GLSL. I don’t imagine a lot of other apps use the term, since (and again, we agree) supporting totally arbitrary swizzling in this context is unecessary/overkill and will confuse most MonioĬurrent build doesn’t seem to support transformations or multiple objects.

This isnt an xNormal thing or confined to normals specifically, its a general term. Your engineer is confused because swizzling means reordering vector components, not inverting the binormal. It bothers me, because when I talk to rendering engineers, and say “Oh, yeah, I need to swizzle Green channel so that normal map shows up correctly in the game”, I get “What?!” from them, because obviously it’s not proper word to use.ĭo you mean inverting the binormal? You’re right changing the sign on the green component is not swizzling.
