Jogshy what SpeCter says is correct. That is the highpoly you see. The curvature data is generated with rebb's r7_vertCurvature script and stored in vertex colors. All I did was export this in the SBM format, and then import the very same file right afterwards. Unfortunately with these errors. :( If you want I can share…
Have you enabled the "use cage" option? Can you see your cage correctly imported if you enter the 3D viewer and you show the cage? If you use cages the lowpoly mesh's normals aren't used to fire rays. Just the directional vector ( cage.pos-mesh.pos ) is taken into consideration. The external cage's vertex normals won't be…
I don't really use blender, but from what you describe using the solidify modifier, and having to delete part of the mesh after the operation, its no wonder the vertex indices won't match up. After a brief search, the shrink/fatten tool is what you might want to use, since it simply moves verts along their normals.
[ QUOTE ] To use dual-core to import won't be a good idea I think... because you will gain CPU performance but you will loose it because the hard disk head have to jump from a portion of the file to another. Also probably will have to lock/sync too many times the vertex lists so will get too much thread deadlocks. Have to…
[ QUOTE ] when will it be available ? [/ QUOTE ] In 2 weeks aprox. Wanna finish new bucket render system, new realtime preview dialog, adaptive sampling, modify the GPU AO tool to store per-vertex AO and to accelerate the AO highres-lowpoly projection with it. Also wanna add modo and silo mesh format support and textbox…
Well that requires you to have uvs on your highres, or to have a really dense(evenly dense too!) mesh that will give enough quality from just vertex AO. And you want to explode the mesh in the first place so you don't have a bunch of normal map errors anyway. Also you run into the same problem that i explained here with…
Hmmm I just notice a thing importing objects from ZB3.... I got all the face normals flipped by default... looks like I must invert them... but I did the smiley with ZB2 and worked ok... does ZB3 changed the face vertex order? Any idea? I think need to put an option to flip them or something...
Btw Ged.. with a 8800GT and 512Mb just forget all what I told about VRAM. Try to reinstall xNormal... perhaps the ui.png texture was corrupted for some reason and that's why you cannot see the UI well. Also sure you have the latest NVIDIA drivers... the 8800GT is relatively new card so I bet the drivers aren't very mature…
Hey jogshy, thanks for the invaluable updates. I have a question: I'm playing with the simple ambient occlusion generator to occlude models vertices as an alternative to using Mayas batch bake mental ray (its results always disappoint me). I also played with faogen, and whilst the results are way nicer than mental ray for…
[ QUOTE ] awesome, the new GPU AO works amazing and fits perfectly into our pipeline [/ QUOTE ] Good, but like somebody mentioned before, to UV-map highres models can be hard and slow... So gonna include an option to bake the AO into vertex colors too for the 3.14.0. If goes well, could extend it to the typical…