Great idea! I do think it would be nice to be able to export the Low Poly as .FBX and also have some sort of batch baking capabilities similar to xNormal Batcher
Will the kit add any functionality not already present in xN/pipelineIO? Because as far as I can tell this just bypasses xNormal's UI so doesn't do much different for those who already have pipelineIO/xNormal set up (although, the presets could be useful for those working on multiple projects at a time, as you wouldn't have to manually reconfigure your inputs and outputs in xN every time you switch projects). A possible idea here could be to bake OS (Either natively in modo or xN; the former makes more sense though) and interface with handplane to generate the TS map; that automation could be a small timesaver. You'd want it toggleable in the UI though as only the final bake really needs to pass through handplane.
You might also want to include ways to configure xN's output image settings (like if you want 16bit tiff; can't see that in the UI currently, and if tiff isn't default 16bit then you'd have to go into xN's UI anyway).
Will the kit add any functionality not already present in xN/pipelineIO? Because as far as I can tell this just bypasses xNormal's UI so doesn't do much different for those who already have pipelineIO/xNormal set up (although, the presets could be useful for those working on multiple projects at a time, as you wouldn't have to manually reconfigure your inputs and outputs in xN every time you switch projects). A possible idea here could be to bake OS (Either natively in modo or xN; the former makes more sense though) and interface with handplane to generate the TS map; that automation could be a small timesaver. You'd want it toggleable in the UI though as only the final bake really needs to pass through handplane.
You might also want to include ways to configure xN's output image settings (like if you want 16bit tiff; can't see that in the UI currently, and if tiff isn't default 16bit then you'd have to go into xN's UI anyway).
What you see is what you get right now. I have used modo and xnormal for years and I have it about as optimized as possible, just felt this was the missing link for my uses.
The kit defaults to my standard options/uses which are also my hardpaths for xN. However, with the tool I will be able to quickly and easily step outside a rigid workflow if I want, without interfacing with the beast that is xN.
More improved functionality will come as I get more and more commands in, and sort out better ways to organize and set up my forms/commands.. right now i'm running out of real estate.
EDIT: Oh and yes to image support, it's partially integrated now, still sorting inner workings. It will be in the initial release.
Great idea! I do think it would be nice to be able to export the Low Poly as .FBX and also have some sort of batch baking capabilities similar to xNormal Batcher
While I don't know if I can reproduce all the capability of that app, I can definitely add in some related baking options. My first step in that direction will be adding in multiple HP/LP sources with enable/disable functionality. Will look into fbx export, iirc pipelineIO (which i'm currently using) doesn't support the native FBX exporter.
UPDATED:
Did some re-organization and setup some additional inputs. UI and functionality still needs work.
That's a great idea and I've been actually waiting for someone to make it happen Implementing pipelineIO is also a great idea, perhaps you could make an ui to change it's exporting options (you know the letters you put at the end of command line to choose which properties you want to export).
That's a great idea and I've been actually waiting for someone to make it happen Implementing pipelineIO is also a great idea, perhaps you could make an ui to change it's exporting options (you know the letters you put at the end of command line to choose which properties you want to export).
Yeah...but what I meant was you can render normal (TS), Height, Base, AO etc. in one pass. If you want to render Object Space, you have to uncheck normal TS and then bake again. It would be nice to render object space, along with normal TS, height, AO etc. in the same pass. That's what xNormal batcher does and it's a nice feature.
If it's not possible that's OK...its looking really good!
Great update. Now is that possible to bake matID colors into base map? afaik xnormal needs some vertex color data or different polygonIDs to bake matID colors. Would be super cool to be able to bake actual modo material colors in xnormal. Sometimes modo diffuse coefficient output giving wierd coloration at the padded areas which messes up things and confuses the application matID plugged in(eg quixel). Dunno if anyone else experienced a problem like this before.
Sometimes modo diffuse coefficient output giving wierd coloration at the padded areas which messes up things and confuses the application matID plugged in(eg quixel). Dunno if anyone else experienced a problem like this before.
Can't say I've seen that. Really though I'd be looking to do the dilation in PS w/ nX plugin before trying to get vert colours from modo to xN for a bake. Not that doing so couldn't be handy in other situations. Also the seam termination feature in ddo requires a black background (no padding)... so if you use that problem avoided. Got any pics or .lxo scenes though? Works fine on my end.
Might want to send this to "Snefer" AKA Tor Frick, He does a lot of Modo -> UE4.
You'd have to convince him this is faster than a ray distance bake first And also that the round edge feature is terrible and causes cancer or something.
You'd have to convince him this is faster than a ray distance bake first And also that the round edge feature is terrible and causes cancer or something.
My intention is not to replace modo's powerful baking but to add a quick way to use an xnormal based pipeline within modo. The todo list is getting longer and longer
as for baking out colour maps, I have a fairly straight forward method with xN. I am working on a way to automatize the modo end of it completely though.
Yeah...but what I meant was you can render normal (TS), Height, Base, AO etc. in one pass. If you want to render Object Space, you have to uncheck normal TS and then bake again. It would be nice to render object space, along with normal TS, height, AO etc. in the same pass. That's what xNormal batcher does and it's a nice feature.
If it's not possible that's OK...its looking really good!
Is it possible to choose layers as highpoly and lowpoly meshes and render with them instead of exporting and importing objs ?
Sort of at the moment: you need to set up your explode morph maps and cages on any mesh you want to export but you can keep them organized how you want, you just need to select each layer and hit your preferred export. The FBX HP export will automatically freeze your curves/geo on export so it doesn't bog down your main scene.
Replies
http://www.polycount.com/forum/showthread.php?t=126610&highlight=xnormal+batcher
Looking forward to the initial release!
Will the kit add any functionality not already present in xN/pipelineIO? Because as far as I can tell this just bypasses xNormal's UI so doesn't do much different for those who already have pipelineIO/xNormal set up (although, the presets could be useful for those working on multiple projects at a time, as you wouldn't have to manually reconfigure your inputs and outputs in xN every time you switch projects). A possible idea here could be to bake OS (Either natively in modo or xN; the former makes more sense though) and interface with handplane to generate the TS map; that automation could be a small timesaver. You'd want it toggleable in the UI though as only the final bake really needs to pass through handplane.
You might also want to include ways to configure xN's output image settings (like if you want 16bit tiff; can't see that in the UI currently, and if tiff isn't default 16bit then you'd have to go into xN's UI anyway).
What you see is what you get right now. I have used modo and xnormal for years and I have it about as optimized as possible, just felt this was the missing link for my uses.
The kit defaults to my standard options/uses which are also my hardpaths for xN. However, with the tool I will be able to quickly and easily step outside a rigid workflow if I want, without interfacing with the beast that is xN.
More improved functionality will come as I get more and more commands in, and sort out better ways to organize and set up my forms/commands.. right now i'm running out of real estate.
EDIT: Oh and yes to image support, it's partially integrated now, still sorting inner workings. It will be in the initial release.
While I don't know if I can reproduce all the capability of that app, I can definitely add in some related baking options. My first step in that direction will be adding in multiple HP/LP sources with enable/disable functionality. Will look into fbx export, iirc pipelineIO (which i'm currently using) doesn't support the native FBX exporter.
UPDATED:
Did some re-organization and setup some additional inputs. UI and functionality still needs work.
When the TS setting is unchecked it bakes OS.
I agree -- In the plans
additional credits: smart triangulate (Mynglam) // xn output base (orange duck) // morphexport (svartberg)
Ironing out the initial release..Looking for moderate to advanced modo users that wanna give this a go and help test. Please PM. Thanks!
Yeah...but what I meant was you can render normal (TS), Height, Base, AO etc. in one pass. If you want to render Object Space, you have to uncheck normal TS and then bake again. It would be nice to render object space, along with normal TS, height, AO etc. in the same pass. That's what xNormal batcher does and it's a nice feature.
If it's not possible that's OK...its looking really good!
You'd have to convince him this is faster than a ray distance bake first And also that the round edge feature is terrible and causes cancer or something.
My intention is not to replace modo's powerful baking but to add a quick way to use an xnormal based pipeline within modo. The todo list is getting longer and longer
as for baking out colour maps, I have a fairly straight forward method with xN. I am working on a way to automatize the modo end of it completely though.
will get to pm's soon, thanks guys
Is it possible to choose layers as highpoly and lowpoly meshes and render with them instead of exporting and importing objs ?
Hopefully to Handplane, too.
that's a limitation of xNormal, not this tool.
Those old memories are correct - Just integrated bent normal for that ability, saves having a switch to have it run a second pass.
Sort of at the moment: you need to set up your explode morph maps and cages on any mesh you want to export but you can keep them organized how you want, you just need to select each layer and hit your preferred export. The FBX HP export will automatically freeze your curves/geo on export so it doesn't bog down your main scene.
EDIT: Replied to pm's
http://community.thefoundry.co.uk/discussion/topic.aspx?f=83&t=95100
Post any feedback here or there. Thanks.
Best of wishes.
Would it be possible to add "Bake Hipoly vertex colors" to the UI?