So if that's right, I think that means SL is x+y+z+ too. So I think that comfirms SL and Blender are the same.Īll the googled references I found said that Blender is (now) x+y+z+. This is all with no channel inversions or rotating anything. Bottom right is the low poly mesh with that map applied in SL, midnight, single local light in the visible sphere. Top right is the view of the two meshes rendered in Blender, from a similar view, with a single light above left of the camera. Above that is the normal map baked from the high to low poly (UV map project from view (bounds) from directly above). Bottom left is the Blender 3D view with the "high poly" mesh in edit mode, and the low poly (one quad) beneath it, looking from above in Y direction. Normal Map itself, arrows point to UV border:Īnd the visible seam inworld SL, no diffuse texture, just white object with normal map applied to the material:Īm I the only one who has had this issue D ?Ĭertainly no more stupid than me. Mesh in Blender viewport with normal map used as tangent spaced normal map (seam comes actually visible): This is a side view from a human shaped character upper leg: edge padding (bake margin in Blender terminology) is 6 pixels mesh has no double verteces or split edges normal map (+x, -y, +z) baked from smooth shaded high poly The question: What is this all about and is there a way to bake correctly -y swizzled normal map for SL? Otherwise lights from up or down will reflect wrong. To make normal map work correct in SL, the green channel has to be flipped. Blender generates only standard normal maps but after flipping the green channel in Photoshop the seams come visible. I have been trying normal map bake (+x -y +z) in XNormal, ZBrush and Blender, all of those produce the same problem.
SL normal maps (+x -y +z, green channel flipped) this comes visible. This issue is not visible when normal map is standard (+x +y +z) but when dealing with The problem is visible seam or discontinuity in UV island border. I have been fighting with this normal map issue for a long time.