unicomp21 Posted October 9, 2016 Share Posted October 9, 2016 Just realized I've never gotten confirmation on this one. Looking in the code I see we use this article for our bump mapping. http://www.thetenthplanet.de/archives/1180 However, I see nothing that says this approach is compatible with Mikkt space, which is now the standard for blender, xnormal, UE4, Unity3d, etc. Could someone confirm that the babylon implementation for StandardMaterial is not mikkt compatible? If so, then I can move on to UE4 or Unity3D. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 10, 2016 Share Posted October 10, 2016 Unity works well. Blender as well I do not know enought about mikkt implementation. What does happen when you use a mikkt texture in bump channel? Quote Link to comment Share on other sites More sharing options...
unicomp21 Posted October 11, 2016 Author Share Posted October 11, 2016 I get facets in the render which seem to align with the quad patches of the low poly mesh. The facets don't show in the xnormal viewer, but they do show in babylonjs. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 11, 2016 Share Posted October 11, 2016 But facets seem more related to normals here no? How does it look in bjs comapre to xnormal when no bump texture is used? Quote Link to comment Share on other sites More sharing options...
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