Should be for most people, no idea whether this is good enough for OPs top secret use case
It probably wonât help him. He already knew about these methods of improving the âqualityâ of normals. He had a post similar to this one, where he also asked a question about normals and got the same answer, which I donât think worked for him.
Huh well, he probably already noticed this then but I didnât know about it: Applying HP Tangent Basis without recomputing normals seems to introduce some error into the valuesâŚ
Maybe this will be useful to someone, idk
Honestly, I feel like he just left UE.
Floating point math errorâŚ
If itâs the same as for skinned meshes there is another checkbox to check somewhere that fixes it.
Or, you can output the normals from a texture which is likely more sane?
You still get floating point issues though - its just the nature of the beast?