Originally Posted by PhobicGunner
There's two cubemap inputs. One for diffuse ambient IBL, one for specular reflection IBL. Two cubemaps will be included (the diffuse ambient one I just made from the specular reflection cube in Cubemapgen)
How did max screw up the way normals work? >.>
I'm calculating my own tangent basis from the normal, tangent, and binormals.
Oof, sorry for responding late...I was referring to how Nitrous spits out wierd values for tangents/binormals. I really don't know much about it, other than it crippling the xoliul2 shader.
That pretty much killed me ever attempting to use viewport shaders in max ever again, so I haven't bothered messing with any new shaders since.
Sounds like its working fine for other people though, so ignore me