I don't mean to be a dick but it's still a bit fiddly to use the 3d editor. Do you think in future versions there can be a tool to do this in the list of source meshes, or somewhere like that? although i guess with your new interface the mesh will always show so it wont be as much time waiting for the viewer to start
[ QUOTE ] Nice work as usual Jogshy! One sort of bug in the 3d viewer; when I'm in windowed mode, if I ALT-TAB out my cursor remains in the boundary of of the window, not allowing me to go outside of it. [/ QUOTE ] Ooooopz, true! I need to tell the program to unlock the mouse rect if it lost the focus.
[ QUOTE ] In 3ds max, you can get the lowpoly model and with the normal map you can bake ambient oclusion from the highpoly detail , its not as accurate as the highpoly source but its pretty good , do you think you could implement that option in xnormal ? [/ QUOTE ] You broke one of the surprises of the 3.11.0!
The xn3 UI grow without any control. The 3D viewer was initially designed just to preview to normal maps in a model... but had to be patched.. .and patched... and patched... and patched... and patched again... and again... until it converted into a monster very hard to manage and use. xn4 will include vertex/cage/models…
Mongrel, here is my result with some tweaking: My settings: I imported your OBJ. Entered the 3D viewer. Adjusted the cage and saved it as a SBM. Reassigned the meshes and rendered with those settings. So I bet the problem was just the adaptive AA, the bias and the attenuation ( notice I set the linear atten to zero ). Hope…
and also, when i try to got to the 3d viewer with it to see what's going on, it gives me this "invalid function parameter 'msh': the mesh default has an UV face (5383) pointing to a non-existent vertex 602224." Does that point to a problem with the low res mesh? or did zbrush screw up my high res?
For the 3.14.1 I'm adding: 1. Automatic height min/max distance using the cages or uniform ray distances ( done ) 2. An indicator inside the 3D viewer to show the maximum cage extrussion ( done ) 3. Solve bugs from 3.14.0 ( done? ) 4. The Dx10 graphics driver with improved effects ( almost done , blame M$ )
You probably need to set up a cage for something with a complicated shape like this. What you are seeing is ray casting error, where the mesh is being traced incorrectly, because the ray distances are incorrect for some parts. Generally its always best to use a cage for baking, unless you are just baking onto a plane or…
Hi! So I am currently trying to work with your product and have run into a little Snag. I am currently trying to take my asset pipeline and do a "slight" shift for baking purposes of unreal 4. So I am baking Object space maps in 3ds max and then trying to use your converter to turn them into proper tangents using mikk…
Hello, Got a problem using Optix renderer xnormal V3.17.0.3 [IMG]file:///C:/Users/3D-DES%7E1/AppData/Local/Temp/moz-screenshot.png[/IMG]Invalid context (Details : Function "rtContextLaunch2D" caught exception: Encountered a CUDA error : cuGLRegisterBufferObject(buffer->getGLId()) returned (3): Not initialized [458802])…