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houdini viewport normals TBN


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Hi folks,

So I just tried to use a tangent space normal map in houdini, and I'm getting seams.  This is a regular pain getting the baking tool and render engine synced, and I was hoping houdini would work perfectly, but I'm struggling.

I'm not a normal map noob, but I still may have missed something.  It's not inverted axis or those things - it looks like one of the more subtle issues that can occur. Is there a specification somewhere for what tangent basis houdini uses in the gl viewport?  I have googled around for a while and didnt reach any breadcrumbs to lead me further yet.  Any help much appreciated.

 

cw

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