Hi,
In Maya 2016, a Blinn shader with a tangentspace normalmap does not display correctly in Viewport 2.0 anymore !
This used to work fine in Maya 2015!
Could you comment if this is a known bug, if not what's the reason for the change?
Lot's of modelers still prefer to use the Blinn shader to assess the quality of normalmapped objects over the DX11 shader, because it has this really nice contrast, so flaws in the normalmaps are easier to detect.
If I switch to Legacy High Quality Viewport the normalmap displays correctly,
but without the nice anti-aliasing and there's too much darkening towards the edges, plus it's called Legacy for a reason, so I assume it will be phased out completely in the near future, but I still want to be able to preview normalmaps
on an object with a blinn shader.
Kind regards
Stefan Scheffers
Hi Stefan.
This seems to work well on my normal map test with a transparent Blin when viewed in VP2 and DX11.
By default, Autodesk® 3ds Max® uses a left-handed tangent space. Therefore, when you are incorporating normal maps from 3ds Max, you should make sure to select the Left Handed option in the Attribute Editor of the polygon mesh. Alternatively, you can also go to Windows > Settings/Preferences > Preferences > Modeling > Polygon Tangent Space and set the Default co-ordinate system to Left handed so that all new meshes use left-handed maps by default."
from here:
http://help.autodesk.com/view/MAYAUL/2016/ENU//?guid=GUID-169FEA8E-0289-4B12-A181-D7C79FC98BC2
Yes. It looks like it's the colormanagement. When I turn it off the Blinn tangentspace normalmaps display correctly.
Thanks !