Tool for rotate polygon tangents?

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joiec...@gmail.com

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Dec 10, 2021, 8:21:25 AM12/10/21
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Hi there,
I was traying to kind of randomize my UV shells in order to avoid tiling in my real time engine.
So I need to use textures only, not place2D transforms or anything.
So I was happily rotating and moving my UVshells and everything was right.
BUT!
Rotating UV shells indeed affect normal maps!
I searched for a similar problem in Google and found this reddit thread, which explains exactly my problem. But it doesn't show a solution.
In MAYA, I can show polygon tangents and I can clearly see they are rotated, so I guess that's the problem.
So now the question is simple: Is there a tool in MAYA for modify the tangents instead of just showing them?
I tried the edit normal tool but that one doesn't affect the tangents I'm afraid.
Thanks in advance!

hernan.s...@gmail.com

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Dec 10, 2021, 7:17:20 PM12/10/21
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Bifrost graph you can do that and more. 

joiec...@gmail.com

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Dec 12, 2021, 11:49:06 PM12/12/21
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I don't know how to even start using it, I guess it is time to learn it, but it is really complicated for non coding minds like mine. How would you do it?

hernan.s...@gmail.com

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Dec 17, 2021, 12:43:08 PM12/17/21
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If you do not want to use BF which I recommend anyway, did you try using  this

AR2WcWgpcM.png

joiec...@gmail.com

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Dec 20, 2021, 1:21:33 AM12/20/21
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I surely want to start using BF, but it's hard to know which nodes to use for such task or even start thinking that way.
Yes I tried the vertex normal edit tool, but it just rotates the normals, not the tangents..., or I am not using it properly :(

joiec...@gmail.com

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Dec 30, 2021, 2:35:22 AM12/30/21
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The problem with tangent normal maps and UV rotations continues blowing my mind...
It affects the shading, specially specular shading, even with a completely flat tangent map.
So, if I create a one color image file (RGB 127,127,255 which is the default tangent if I'm correct) and apply it as tangent normal map to a surface, it looks exactly the same as expected.
OK.
But then, if I rotate a face, it changes the shading, and as far as I understand this thing, it shouldn't because the tangent of the normal map is not pointting to anywhere (weel, just plain Y axis), see this screengrabs:
TangentNormalMap.png
Can anybody confirm this and how the hell fix it?

joiec...@gmail.com

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Jan 12, 2022, 7:46:48 AM1/12/22
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Well, it seems that MAYA's color picker was not behaving normally because the numbers were not in linear space, or yes, I don't really know. The question is that my normal map was handmade and I forgot to render it in linear space and it was in sRGB instead, so even when I loaded it into MAYA in RAW format, it was in fact modifying the shading because of that color space. Now that I fixed that error, it works as expected.
Cheers!
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