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LOOKDEVX-1847 - Fix broken normal maps #3307
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Previous work in PR #3295 broke normal mapping by pessimistically using the arbitrary tangent generator. Bring back the texcoord tangents if we detect that implicit texcoords are going to be used.
{ | ||
uniform token info:id = "ND_image_vector3" | ||
asset inputs:file = @textures/mesh_wire_norm.png@ | ||
string inputs:filtertype = "closest" |
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No geompropvalue node, so will default to "st"
def Shader "geompropvalue1" | ||
{ | ||
uniform token info:id = "ND_geompropvalue_vector2" | ||
string inputs:geomprop = "st1" |
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In this case, since this is the geompropreader connected to the normalmap image, this will be also connected to the auto-added texcoordtangents node.
} | ||
} | ||
) | ||
texCoord2f[] primvars:st1 = [(1.5051357, 0.5019881), (0.4980119, 1.5051357), (0.5019881, -0.50513566), (-0.50513566, 0.4980119)] ( |
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Using UVs tilted 45 and 135 degrees to make sure we are not using the arbitrary tangent generator.
@seando-adsk Ready for merge. |
Previous work in PR #3295 broke normal mapping by pessimistically using the arbitrary tangent generator. Bring back the texcoord tangents if we detect that implicit texcoords are going to be used.