Actually I think you have it backwards, but I could be wrong. When you are getting the error in Houdini by setting it to -1 to 1 that means that the texture is already remapped from 0 to 1.
A few things to check or try in Blender.
Is scene your color space set to Linear or RGB?
This info from the Houdini manual might be helpful:
The values of a normal vector are naturally in the [-1,1]
range.
Since negative texture values are difficult to work with and impossible to store in some texture formats, applications usually remap the values to the [0,1]
range before they’re stored in a texture.
When rendering with textures stored in this format, leave the Normal Space parameter on mantra shaders at the default of 0 to 1
.
Formats like .rat
and .exr
can store the normals using their natural [-1,1]
range, so you may sometimes encounter textures that are stored this way. In this case set Normal Space to -1 to 1
.
Flipped X & Y
Textures exported from some packages will have the Y , and more rarely the X component flipped. If your texture imports flipped, use the Flip X and Flip Y parameters on mantra shaders to correct it.
Color Space
You should store detail maps in linear color space . If you save a map in an image format that is natively sRGB (such as TIFF, JPEG, or PNG), you must avoid applying gamma to the image.
- If you write a detail map with the Composite ROP, turn off Convert to Image Format’s Colorspace .
- If you load a map in a Texture VOP, set the color space to Linear to prevent gamma correction.
- If you load a map into the compositor with a File COP, turn off Linearize Non-Linear Images .
Also what is the color space setting of the Normal map node?
And what image format did you bake to?