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Blender: How to export tangents? (Or rather, import them with Unity?)

Discussion in 'Asset Importing & Exporting' started by UndeadButterKnife, Dec 10, 2013.

  1. UndeadButterKnife

    UndeadButterKnife

    Joined:
    Sep 29, 2013
    Posts:
    115
    Hi.

    I'm having a problem with meshes exported from Blender. FBX, DAE, or even Blend files and letting Unity do its thing doesn't matter. If I select Tangents to import from mesh settings, I get this error:

    Anything with normal maps just breaks down at after this. It just displays a greyish black color on meshes. Using the calculate option isn't really an option, because mesh gets huge shading errors around UV seams.

    UDK imports tangents from FBX files just fine, I can't seem to make them work in Unity. I've tried recalculating normals, tried pretty much all combinations of export settings, tried edge splitting, triangulation, nothing seems to work?

    How can I import tangents exported by Blender?
     
  2. nipoco

    nipoco

    Joined:
    Sep 1, 2011
    Posts:
    2,008
    Blender's current fbx exporter does not export tangent informations.

    But luckily they working on a newer fbx exporter with the ability to export tangents and custom normals as we speak.
     
  3. goat

    goat

    Joined:
    Aug 24, 2009
    Posts:
    5,182
    That's cool.
     
  4. ModLunar

    ModLunar

    Joined:
    Oct 16, 2016
    Posts:
    372
    For future reference, I found out it's now available in Blender when exporting FBX files! It's under the Geometries tab, at the bottom -- make sure "Tangent Space" is checked on:

    upload_2018-7-4_18-2-2.png
     
    BrandyStarbrite likes this.
  5. BrandyStarbrite

    BrandyStarbrite

    Joined:
    Aug 4, 2013
    Posts:
    2,069
    For anyone going through this problem, read ModLunar's post above.:)
     
  6. Bagboy-Brown

    Bagboy-Brown

    Joined:
    Apr 3, 2017
    Posts:
    1
    Still having an issue here. Using unity shader graph and the I made a shader with a basic color + a bump map I made from a simple noise node. It woks on a unity object, but has no effect on an fbx I exported from blender, despite exporting tangent verticals. Any ideas?