Question
Inverted Height values after mesh update
- January 6, 2025
- 1 reply
- 440 views
Height data is inverted project-wode after importing new mesh. Originally project was set up in a DirectX format, I switched it to OpenGL. But the issue persists regardless of this setting.
This affects both existing layers and any new. Issue persists upon export to unity.
My workflow is as follows:
Blender to FBX, write face normal data
Painter: OpenGL. Compute space per fragment, export as OpenGL
Unity: import both normals and tangents
Does anyone have an idea on what might be wrong here?
