Tangent Space Normals in Material Editor
Please, let me know if what I think here is correct or not!
There's not much technical documentation so I guess it's all trying.
Ok. I test this on a plane in the material editor. I try to get a fake semi-sphere on it. Just the normal and a basic color, nothing like Pixel Offset or world position offset to change the orientation.
Is all of this ok?. This is a mess, there must be something wrong because It doesn't work.
I don't know what spaces this expects and documentation lacks technical information. Should the tangent space follow the UE4 X(fwd), Y(right), Z(up) standard? Or some other way?
What is Unreal expecting to be passed to the Normal plug if you connect values other than a texture? World space or tangent space?
asked Mar 23 '18 at 06:36 PM in Using UE4
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