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Bug [MeshSync] MeshSync UV0 Green Channel Flip Issue

Discussion in 'Virtual Production Previews' started by mikulic_martin, Nov 2, 2023.

  1. mikulic_martin

    mikulic_martin

    Joined:
    Feb 10, 2021
    Posts:
    3
    Everything should be easier to understand from the gif attached

    MeshSync UV0 Green Channel Flip Issue

    When importing meshes with MeshSync, UV0 has the green channel flipped, while UV1 appears duplicated UV0 but with correct green channel.
    When i switch material to use UV1 it looks correct as the default unity plane

    I tested this also importing from 3ds max 2023, 2022, and blender and it behaves the same.
    I tested it with auto exported meshes -||-
    When I export .fbx from max this doesn't happen.

    I don't want to switch all of my many unity materials to use UV1 as a base.
    I am saying "green channel flip" because when i use the swizzle for the normal map green channel to "1-G" material shows correctly on meshsync meshes but then it's wrong on every other fbx mesh

    Is there a way to make meshsync swap those two channels on import
    Thanks

    Unity version: Unity 2023.3.12f1
    Unity version: Unity 2022

    MeshSync version: MeshSync 0.16
    MeshSync version: MeshSync 0.17.3
    Operating system: Windows 10

    I have also made a issue on github here:
    https://github.com/unity3d-jp/MeshSync/issues/940
     

    Attached Files:

    Last edited: Nov 2, 2023