I am experimenting with the bumpspec shader, and I have a little problem.

The effect looks great when the object is between the eyepoint and the
sun : http://imagebin.org/90814

but it looks reverted when the eye is between the sun and the object :
http://imagebin.org/90815

( in this case the spaces between ribs looks like bulges, when they
should look like cavities )


What normal space should be used for the normal maps ? I used tangent
space , baked from a high poly mesh to the lowpoly one that FG uses. It
looks great under any angle inside blender, using 'nor' as a texture target.

Is it really a normal map shading ? or something like bump map ?
I'm not sure what I am doing wrong, or if it is an issue in the shader
implementation.

Thank you for looking into it !


Patrice Poly

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