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Import Model Settings: Splitting Tangents?

Discussion in 'Editor & General Support' started by JamesHans, Aug 8, 2014.

  1. JamesHans

    JamesHans

    Joined:
    Jul 3, 2014
    Posts:
    8
    Hi,
    Can anyone tell me if enabling the above setting upon importing a mesh would increase the memory used by the mesh when built (e.g. does it generate extra data) or have any adverse performance effects? From the manual is sounds like it might, but I cannot be sure.
    Thanks
    James
     
  2. Kaspar-Daugaard

    Kaspar-Daugaard

    Unity Technologies

    Joined:
    Jan 3, 2011
    Posts:
    150
    Yes, it will generate extra vertices if there are any tangents that need to be split, and that will use some extra memory. This typically happens when you have things like mirrored textures or texture seams.

    You probably want to have the setting on, because normal mapped lighting will look wrong otherwise.
     
  3. JamesHans

    JamesHans

    Joined:
    Jul 3, 2014
    Posts:
    8
    Great. Thank you for your reply!
     
  4. MaxPower42

    MaxPower42

    Joined:
    Aug 1, 2015
    Posts:
    20
    Hi, I've got a question about this. Is it possible to split tangents of a mesh at runtime?

    For applying morph-targets, I need my vertex count and order to be constant. But after the morphing I would like to get rid of ugly seams. Is there a method for that somewhere?
     
    Last edited: Sep 2, 2015