Imported normals are being overwritten, this is causing problems when baking my normal maps.
I have tried using the "Always recompute Tangent Frames", I have tried not using the "Always recompute Tangent Frames". I have tried to unload the unity tangent plug in, re-importing my mesh every time, I have deleted my mesh and re-imported, but no matter what options I try the normals come in the same way and they are averaging the normals.
It feels to me that although the "Always recompute Tangent Frames" is turned off it feels like it is behaving as if it is on.
I have also tried using the "Always recompute Tangent Frames" and changing the normals smooth angle from 60 to 10 and 0. All options produce the same results. Is this broken?
The other thing that I noticed in regards to Substance Designer Normals is that they are not the same in Substance Designer.
I found this thread that was replied by Wes about this:
http://steamcommunity.com/app/273390/discussions/0/540742667909991986/?insideModal=1 "Substance Painter and Designer *do not* use the same tangent basis when
recomputing them. Designer uses Unity's tangent and Painter uses its own. This is not ideal at this time, but it will be addressed.
Here is what we are looking to do.
1. add an option in Painter (like there is in Designer) to not recompute
the tangents and use the tangents in the model file (if any).
2. add a plugin system in Designer in Painter so that people can choose
the tangent basis they want to use." - Wes
Is there any ETA on when this will be fixed? I really don't want to resort going back to XNormal for baking my maps. Right now the biggest value I have for Substance Designer is baking maps, and my main application for model creation is ZBrush so I really need these programs to play nice with each other.
Thanks, NickZ.
