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Participant
Dec 7, 2021 3:45 PM UTC
Question

Is the "compute tangent space per fragment" ignored when bringing in tangents in FBX?

I know that compute tangent space per fragment is an option in mikktspace. I know that compute tangent space per fragment is an option in mikktspace, and I understand that they need to be used differently for different engines like unity and unreal.


What I'm wondering is why I need the option if I'm bringing my own tangents calculated in maya into Substance. If I use custom tangents in the game engine, should this option be checked? Or will this option, which is mikkt-specific, be ignored for custom tangents?

Thank you.

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