Quick question for everyone:
What are the things NDO and DDO look at to determine where the edges of a model are? So that, for example, masks can start and end near the edges of the model for something like a light scratch mask?
I'm having trouble getting DDO to recognize the edges on a simple model I'm testing with, and I'm tried both a high-poly and low-poly mesh, along with the Color ID Map, Normal map (both tangent and object space), AO map, Curvature map, and Height map.
My model also has UV seams at the edges I'm trying to get the Dynamask editor to play with, which I assume would help. Is there anything else I need to be doing? Am I just not getting good enough normal maps baked if the edges aren't being identified properly?
I can attach pictures when I get home if that would help, but I'm hoping this is a general enough question.
Replies
Yes, both with XNormal's own cage, and with a custom cage made from the low poly model. Low poly was triangulated.
"where two different UV islands are sharing the same color on the Color ID map, and are also sharing an edge in the mesh. Could that be what's giving the suite trouble? Or should that not make a difference?"
This should not pose any problem!
DDO detects edges through the normal map on low poly meshes and uses curvature on high poly meshes, so your first project set-up should work very well!
Would you mind testing one of the sample projects to see if they give desired results:
http://quixel.se/usermanual/quixelsuite/doku.php?id=ddo_samples
Thanks