For what it's worth, OpenGL does not specify how normal maps function; they are entirely implemented in application code (usually in shaders). You're probably seeing a difference between Blender and Unity or Unreal, not OpenGL and DirectX.
On Sat, Apr 15, 2017 at 1:50 PM, Adriano Oliveira <adriano.u...@gmail.com> wrote: > @Mike > > Cycles bake already has a toggle like this for export. We need this in > Normal Map node to deal with NM textures baked for DirectX. > > Game engines like Unity and Unreal have an "invert green (y) channel" > option in texture properties. > > In my workflow, for instance, I model and animate in Blander, texture in > Substance Painter and render in Unreal. In Painter I export Normal Map > textures to Unreal with DirectX standard (inverted green channel in > relation do OpenGL standard). If I need to see my model with this texture > in Blender, I have to create a node setup to invert G before feeding Normal > Map node. > > > *Adriano A. Oliveira* > Professor Adjunto do Curso de Cinema e Audiovisual > Universidade Federal do RecĂ´ncavo da Bahia (UFRB) > Centro de Artes Humanidades e Letras (CAHL) > MatrĂcula: 1673892 > (71) 99181-0123 [VIVO] / (71) 99146-8523 [TIM] > > 2017-04-15 15:01 GMT-03:00 patrick boelens <p_boel...@msn.com>: > > > I actually just ran into a case where I wanted to compare the custom > > normals I set up in Blender to those inside another app, so there is a > > use-case for real-time toggling as well. > > > > > > No idea how prevalent it is and whether it's worth the effort though, but > > figured I'd chime in. > > > > > > Cheers, > > > > Patrick > > > > ________________________________ > > Van: bf-committers-boun...@blender.org <bf-committers-bounces@ > blender.org> > > namens Mike Erwin <significant....@gmail.com> > > Verzonden: zaterdag 15 april 2017 04:49:08 > > Aan: bf-blender developers > > Onderwerp: Re: [Bf-committers] Please add invert green channel option in > > Normal Map node > > > > On Fri, Apr 14, 2017 at 10:47 AM, Adriano Oliveira < > adriano.u...@gmail.com > > > > > wrote: > > > > > I just miss one little thing: An check box option to invert textures' > > green > > > chennels in the Normal Map node. > > > > > > This is very important because Blender follow the OpenGL norms for > Normal > > > Map, but other softwares that may be integrated within a pipeline (like > > > Unreal) uses DirectX norms. > > > > > > > Is this only needed during import & export, or something you would toggle > > during the Blender session? > > > > Mike Erwin > > musician, naturalist, pixel pusher, hacker extraordinaire > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > https://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > https://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers