- Substance 3D home
- Home
- Getting Started
- Bakers settings
- Common Parameters
- Ambient Occlusion
- Ambient Occlusion from Mesh
- Bent Normals from Mesh
- Color Map from Mesh
- Convert UV to SVG
- Curvature
- Curvature from Mesh
- Curvature from Mesh (deprecated)
- Height Map from Mesh
- Normal Map from Mesh
- Opacity Mask from Mesh
- Position
- Position map from Mesh
- Thickness Map from Mesh
- Transferred Texture from Mesh
- World Space Direction
- World Space Normals
- Guides
- Features
- Common questions
- How to export the baked maps?
- Is dithering applied to baked textures?
- Should I enable "Compute tangent space per fragment"?
- What are Assbin files?
- What is the bit depth of baked textures?
- What is the difference between the OpenGL and DirectX normal format?
- Why are there strange stretches in my textures after baking or exporting?
- Why is Matching by Name not working with Ambient Occlusion/Thickness?
- Why is my mesh fully black after baking?
- Common issues
- Aliasing on UV Seams
- Baker output is fully black or empty
- Baking failed with Color Map from Mesh
- Black shading cross are visible on the mesh surface
- Mesh parts bleed between each other
- Normal map has strange colorful gradients
- Normal texture looks faceted
- Seams are visible after baking a normal texture
- Seam visible on every face
- Texture baked outside of Substance software looks incorrect
Should I enable "Compute tangent space per fragment" ?
Question
What does the setting "Compute tangent space per fragment" means and what is it's usage ?
Explanation
When enabled this setting tells the baker to perform the Tangent Space computation in the Fragment Shader (also called Pixel Shader) instead of the Vertex Shader. Meaning that the computation will be done per pixel instead of being interpolated from vertex to vertex. This settings is used by the normal map baker to know how to encode the texture. It also used to know how to read the texture by the shaders.
Enabling or disabled this parameter usually requires to rebake the textures to sync them with the 3D viewports and rendering engines (such as Iray).
Solution
Depending of the software or game engine targeted to render the texture, this setting may be disabled or enabled:
Software | Compute tangent space per fragment |
---|---|
Unreal Engine 4 | Enabled |
Unity | Disabled |