The
            calculation of the tangent space vectors in Mudbox is as follows:
         
         
            - Calculating per vertex tangent and binormal
               vectors for each face.
               
                  - For each vertex A in the face (assume
                     that the two adjacent vertices are B and C)
                  
 
                  - A.tangent = (B.pos-A.pos) * (B.tc.u-A.tc.u)
                     +( C.pos-A.pos) * (C.tc.u-A.tc.u)
                  
 
                  - A.binormal = (B.pos-A.pos) * (B.tc.v-A.tc.v)
                     + (C.pos-A.pos) * (C.tc.v-A.tc.v) 
                  
 
               
             
            - Smooth values for common vertices. Each
               vertex will get a Tangent Normal Binormal index based on the selection
               in the Index Source combo box in the following way:
               
                  - A. Position:
                     The position index of the vertex will be used. Those vertices with
                     a common 3D positions will use the same tangent space. 
                  
 
                  - B. TC: The
                     position index of the vertex will be used. Those vertices with a
                     common 3D positions will use the same tangent space. 
                  
 
                  - C. Global:
                     Use a different index for all the vertices, so all vertices will
                     have separated tangent space.
                  
 
               
               NoteVertices with the
                     same index use the same vectors, so their tangent binormal and normal
                     vectors are added together and normalized.
                  
                
             
            - Orthogonalization based on the corresponding
               options selected in the Texture Extraction window.
            
 
            - Calculation of the cross products. If
               you selected an option in the user interface for this, then the
               previously calculated vector will be replaced by the cross product
               of the other two vectors.
            
 
            - Switch tangent with binormal if you select
               the Switch Tangent With Binormal option.
            
 
            - Invert vectors marked at the Flip part
               of the user interface.