Yes, but where. What data is it that's barfed ?
If you render a frame (no D3D stuff at all) using a regular setup, does that work properly ?
> Someone from autodesk posted on these forums in the main other thread
You mean this ? http://area.autodesk.com/blogs/chris...normal_mapping
What about Mental Ray / VRay renders ? Do they come out ok ?
As we calculate tangent space independently - the same way as most D3D apps out there (using the standard D3DX utility library calls), our shader should be isolated from whatever max weirdness is going on. All you need is your vertex normals set up correctly.
Please could someone familiar with the problem check whether our implementation (Infinity Shader) renders normal maps correctly.
Infinity Shader is installed as part of the Infinity Professional installation package here : http://advance-software.com/products
... then accessed via the DirectX Manager in the material rollout. It requires a (free) authorization code for now, but we're just about to transition into open beta so the copy protection will be coming off shortly.
If this works ok, I can let Autodesk know we have a solution & they can just duplicate the calculation in their stuff.
If max is calculating vertex normals incorrectly in the first place, that's a bit more tricky and probably does need a modifier to compensate.