I’m integrating HairWorks into my company’s Engine, which uses a Left Hand, Y-Up coordinate system, when I use this conversion combination, shading normal seems wrong on some spot.
when I use other conversion combinations, every thing seems fine.
I uses hairworks 1.2.1, and I didn’t do anything except loading asset, creating instance and rendering it.
How to reproduce:
Load my file into one of NVidia’s sample project (all of which uses LH Y-UP),
and output “NvHair_ShaderAttributes.N / 2 + 0.5” will yield similar result.
wrong normal:
[url]https://1drv.ms/u/s!AlluoglYGGHYktoytc6ge1LrCLQ30w[/url]
[url]https://1drv.ms/u/s!AlluoglYGGHYktozZNTdq8UfWoqKhg[/url]
correct normal when I use right hand z-up:
[url]https://1drv.ms/u/s!AlluoglYGGHYkto0WiCRrbRp3fG9hQ[/url]
some of my files:
[url]https://1drv.ms/u/s!AlluoglYGGHYkto2bk0hMrKZbo1Qyg[/url]
[url]https://1drv.ms/u/s!AlluoglYGGHYkto1umH6vRzIEZpVdg[/url]