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Vertex tangent?

Is it possible to get vertex tangents and/or binormals in a material?

(1,0,0) transformed from tangent space to world space gives you tangent vector in world space.
(0,1,0) transformed from tangent space to world space OR cross product of normal and tangent gives you bi-normal vector in world space.

Thanks, I was fighting with getting the info from a custom node and your solution was much simpler.