Hello, I'd like to inquire about HDRP and its use of DirectX. As far as my understanding goes, HDRP utilizes DirectX, particularly for ray tracing technology. However, I've encountered an issue when exporting normals as DirectX; they appear inverted. While considering a switch to OpenGL and manually inverting them, I'm aware that DirectX is well-suited for Windows and ray tracing. I've attempted to change the API in Unity, but unfortunately, it doesn't seem to resolve the problem. My question is whether there's a way to use normal maps as DirectX in Unity without encountering this inversion issue, or if there's an alternative approach to address this matter. Your guidance on this would be greatly appreciated. Thank you.
Not sure if this will work, but generally when a normally map is inverted, it's an issue with the Y (green) channel. It just needs to be inverted. If you click on the normal map in the assets folder then in the Outliner, there is a checkbox that says 'Flip Green Channel'. That might fix the issue..
could be a few things. If you are using HDRP, make sure you click on your normal map and make sure that it is set to Normal, not the default (forget what the default is called, might just be default). could also be your lighting. HDRP has a few glitches with lights sometimes. Moving them around can help or deleting them and remaking the directional can help.
@@connorzelinsky7133 yeah i was playing with lights for 2 days already. on urp its looks better. on hdrp it feels like some details of my texture receive less light
@@chezadebil1900 make sure the textures were exported for hdrp and the right version - metallic roughness and check the normal map. wrong maps can cause some intense lighting issues. other than that, without seeing it, can be hard to know.
Thank you brother, i'm new using Substance and didn't knew about export template, life saver!
thank you very much! solving this problem brought me great joy
Thanks dude, the audio was a little low but it helped me a lot.
Keep up the good work.
yeah, sorry about the audio. new and 'better' microphone kinda sucks.
@@connorzelinsky7133 probably needs a preamp
Hello, I'd like to inquire about HDRP and its use of DirectX. As far as my understanding goes, HDRP utilizes DirectX, particularly for ray tracing technology. However, I've encountered an issue when exporting normals as DirectX; they appear inverted. While considering a switch to OpenGL and manually inverting them, I'm aware that DirectX is well-suited for Windows and ray tracing.
I've attempted to change the API in Unity, but unfortunately, it doesn't seem to resolve the problem. My question is whether there's a way to use normal maps as DirectX in Unity without encountering this inversion issue, or if there's an alternative approach to address this matter. Your guidance on this would be greatly appreciated. Thank you.
Not sure if this will work, but generally when a normally map is inverted, it's an issue with the Y (green) channel. It just needs to be inverted. If you click on the normal map in the assets folder then in the Outliner, there is a checkbox that says 'Flip Green Channel'. That might fix the issue..
thank you
thanks you very much. but why my model looks so much darker than in substance painter
could be a few things. If you are using HDRP, make sure you click on your normal map and make sure that it is set to Normal, not the default (forget what the default is called, might just be default). could also be your lighting. HDRP has a few glitches with lights sometimes. Moving them around can help or deleting them and remaking the directional can help.
@@connorzelinsky7133 yeah i was playing with lights for 2 days already. on urp its looks better. on hdrp it feels like some details of my texture receive less light
@@chezadebil1900 make sure the textures were exported for hdrp and the right version - metallic roughness and check the normal map. wrong maps can cause some intense lighting issues. other than that, without seeing it, can be hard to know.
@@connorzelinsky7133 i know i know. i think im overthinking. its just look cooler in substance :D