Advanced Member psyborgue Posted March 25, 2009 Advanced Member Report Share Posted March 25, 2009 I got XYZ->RGB vector displacement working perfectly in blender, but it requires inverting the green channel of the texture*. Could 3d coat perhaps have an option to flip that channel on export so a node setup (or inverting in an image editor) to invert that channel is unnecessary? Quote Link to comment Share on other sites More sharing options...
Advanced Member lc8b105 Posted March 26, 2009 Advanced Member Report Share Posted March 26, 2009 Go to "View" - "Options", find "Normal Map Export", the default standard is "3DS-Max, LW", you can select "Maya" standard. The difference between these two Normal Map standard is that green channel is inverted. Quote Link to comment Share on other sites More sharing options...
Advanced Member psyborgue Posted March 26, 2009 Author Advanced Member Report Share Posted March 26, 2009 Go to "View" - "Options", find "Normal Map Export", the default standard is "3DS-Max, LW", you can select "Maya" standard.The difference between these two Normal Map standard is that green channel is inverted. Thanks, but that's for normal maps, not for vector displacement maps. Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted March 27, 2009 Report Share Posted March 27, 2009 What kind of vector displacement are you using? In global space or in tangent space? Quote Link to comment Share on other sites More sharing options...
Advanced Member psyborgue Posted March 27, 2009 Author Advanced Member Report Share Posted March 27, 2009 What kind of vector displacement are you using? In global space or in tangent space? Global (Object Space, techincally). Quote Link to comment Share on other sites More sharing options...
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