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When importing meshes with MeshSync, UV0 has the green channel flipped, while UV1 appears duplicated UV0 but with correct green channel.
When i switch material to use UV1 it looks correct as the default unity plane
I tested this also importing from 3ds max 2023, 2022, and blender and it behaves the same.
I tested it with auto exported meshes -||-
When I export .fbx from max this doesn't happen.
I don't want to switch all of my many unity materials to use UV1 as a base.
I am saying "green channel flip" because when i use the swizzle for the normal map green channel to "1-G" material shows correctly on meshsync meshes but then it's wrong on every other fbx mesh
Is there a way to make meshsync swap those two channels on import
Thanks
I found a possible solution.
This could be caused by a tangent inversion of the model when importing model from dcc.
Try reversing the tangent with the following code.
publicMeshSyncServertarget;------void Reverse(NetworkMessageTypet){
foreach(MeshFilter filter in target.transform.GetComponentsInChildren<MeshFilter>()){
if (filter!=null){
Mesh mesh = filter.sharedMesh;
Vector4[] tangents = mesh.tangents;for(inti=0; i < tangents.Length; i++){
tangents[i]=new Vector4(tangents[i].x, tangents[i].y, tangents[i].z,-1);}
mesh.tangents =tangents;}}}------//When OnEnable()target= GameObject.FindObjectOfType<MeshSyncServer>();
target.OnPostRecvMessageCallback +=Reverse;
MeshSync UV0 Green Channel Flip Issue
When importing meshes with MeshSync, UV0 has the green channel flipped, while UV1 appears duplicated UV0 but with correct green channel.
When i switch material to use UV1 it looks correct as the default unity plane
I tested this also importing from 3ds max 2023, 2022, and blender and it behaves the same.
I tested it with auto exported meshes -||-
When I export .fbx from max this doesn't happen.
I don't want to switch all of my many unity materials to use UV1 as a base.
I am saying "green channel flip" because when i use the swizzle for the normal map green channel to "1-G" material shows correctly on meshsync meshes but then it's wrong on every other fbx mesh
Is there a way to make meshsync swap those two channels on import
Thanks
Unity version: Unity 2023.3.12f1
Unity version: Unity 2022
MeshSync version: MeshSync 0.16
MeshSync version: MeshSync 0.17.3
Operating system: Windows 10
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