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Inverted Height values after mesh update

New Here ,
Jan 06, 2025 Jan 06, 2025

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?

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Adobe Employee ,
Jan 06, 2025 Jan 06, 2025

Hi @grjarek,

 

Thank you for the message.

 

If the Normal map was in the wrong format, you'd probably have clearly visible seams, so I doubt this is the issue. To be honest, I'm not sure to see what's the problem from the screenshots. Normals from both screenshots seems to point in the same direction to me.

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
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New Here ,
Jan 06, 2025 Jan 06, 2025
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Hi @Cyril Dellenbach!
Thanks replying. Yes, they do point in the same direction, i maybe should have been more clear on what do these screenshots outline. The plus mark was painted with a positive height value and minus with a negative. Painter however interprets these values in inverse, and it's limited to this particular project file, after changing mesh file.
I could technically just redo entire project and invert the values manually, but that's a makeshift fix to an error otherwise unresolved. Maybe there's a proper way to adress the issue?

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