OpenGL normal map color space issues
Hello
Why is it that in substance painter, when i set my project to use OpenGL normal map format and also use OpenGL normal maps i created in Substance Designer, still every type of layer or material defaults to this in the color spaces setting:
auto (Direct3D Normal)
I also noticed similar behaviour for some nodes in substance designer where some nodes defaults to DirectX type normals despite i use OpenGL for the default normal map format setting, altough there at least most of the nodes follow what i set in my project and are only a few outliers like the bevel node normal output.
In painter every single element that uses or interfaces with normal maps defaults to the Direct3D Normal color space and i have to manually set it every time to OpenGL normal for every layer which for me defeats the purpose of a project wide setting.
If i remember correctly this started when the color management updates came to substance painter, before that it respected my choosen normal map format.
Is there a hidden setting i am missing that would force this? Can someone also confirm that this is the behaviour for them as well?
Thank you
