I have a problem with normals on geometry deformed by Deform SOP. They seem to have a desire to stick towards their initial point of orientation (from the capture pose?). Normally this wouldn't be a problem to me as I currently rig and animate characters for Unity engine, and normals on skin-deformed objects are perfectly fine there. However, I now want to render out a few stills with Mantra and the shading goes completely crazy because of those nasty Ns. What can I do to fix it? My normals are vertex attributes. Marking the “deform normals” checkbox on a Deform SOP doesn't make any difference.
I'm attaching some screenshots.
Help! Weird normals on skin deformer.
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