i have problems with normal seams on tiling enviroment poeces, which come from non-matching tangents. as the shader calulates those with a combination of vetex normal(which i match) and uv coordinates i can’t find a solution to avoid seems. uv splits wreck the tangents, which can’t be altered in maya.
does anybody know a solution to the problem?
here is a link to the polycount thread, as it shows some pictures, but knowbody knows a solution:
http://www.polycount.com/forum/showthread.php?t=119823