About disastrously low precision of vertex normals

Should be for most people, no idea whether this is good enough for OPs top secret use case

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It probably won’t help him. He already knew about these methods of improving the “quality” 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 don’t think worked for him.

Huh well, he probably already noticed this then but I didn’t know about it: Applying HP Tangent Basis without recomputing normals seems to introduce some error into the values…

Maybe this will be useful to someone, idk :man_shrugging:

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Honestly, I feel like he just left UE.

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Floating point math error…
If it’s 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?