Hey all, I did a bit of investigation into some normal/tangent issues I was having in UE4 and came to a solution, but I’m not sure if it’s the right solution. Essentially, the output of a “flat normal” texture is actually -.0039, -.0039, .9999 (RGB). By adding values to get it to a 0,0,1, it shades as a true flat normal would (0,0,1) and works well for trim-sheets. There is some more info in the video. If anyone has run into this / has any thoughts that would be great.
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