Well, if you export from a "z up" system you might have to swap the green and blue channels, and if you are importing from a left handed coordinate system you will have to invert red I think.

>>And point positions are worldspace, right?
Depends on what the shader is doing. They might be in camera space.


On 02/01/14 17:30, Gary Jaeger wrote:
Thanks Frank. That's what I figured but I couldn't find a combination that worked right. It would be in invert, and not a swap, right? And point positions are worldspace, right?

On Jan 1, 2014, at 7:49 PM, Frank Rueter <[email protected] <mailto:[email protected]>> wrote:

That does sound like you need to munge the VRay normals.
I think that is exactly what I did in the past but it's been to long, I can't remember the details.

If up is down and left is right, it sounds like you just need to invert your normals pass' red and green channels. This could be caused by a z up vs y up coordinate system in your 3D setup (i.e. 3dsMax) and a left vs right hand coordinate system.





On 02/01/14 16:30, Gary Jaeger wrote:
I'm experimenting with Relight. It's cool, but it looks to me like something is reversed. If I put a light that I know should be upper right, the lower left gets illuminated. Maybe normals reversed or something? these are passes from vray. Anybody run into this?


Gary Jaeger // Core Studio
249 Princeton Avenue
Half Moon Bay, CA 94019
650 728 7060 <tel:650%20728%207060>
http://corestudio.com <http://corestudio.com/>



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Gary Jaeger // Core Studio
249 Princeton Avenue
Half Moon Bay, CA 94019
650 728 7060 <tel:650%20728%207060>
http://corestudio.com <http://corestudio.com/>



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