Because when you load it into xNormal, xNormal will triangulate anything which isn't triangulated. If you move verts around on your cage, the triangulation algorithm might result in your mesh and your cage having verts connected in different ways. You should triangulate your mesh before you make your cage so that when you…
Unless you're doing some low-level (hardware) programming work or interviewing for a job, bit-shifting is irrelevant. I would spend more time on learning how to build complex data structures and algorithms. And this is the area where Python really excels at(much much better than C/C++/C#/Java). For learning material, I…
There is plenty of information about it online including on algorithmics forum, if you are interested you should look in to it. Its a shame because that aside its a great card at a great price but as I am including substance in my workflow I don't want to risk it unless I have evidence that the problem wont effect me. If…
"What you shared about using existing geometry as support edges, isn't that the exact thing that I did with my edges in the screenshot I sent?" No, not explicitly in terms of the example I'd linked. "It definitely works but only to a certain extent." Actually it doesn't and for my particular hard surface specialty I…
Hello guys I am developing with my friends a tool that provides 3D animations in FBX format from 2D videos. It's a deeplearning algorithm that generates 3D animations automatically. Here is a video to show you: https://www.youtube.com/watch?v=JccOaeK-o1k We are looking for Beta testers! If you're interested, register for…
I really like to use zBrush for baking since UV matching is faster and is free of projection errors (and it can bake HD subdivisions). Unfortunately the displacement and the normals baker does not take into account hard edges in the low poly. It bakes as if the low poly is smoothed by a subdivision algorithm. This means…
The ray tracing algorithm itself is not particularly slow. The problem lies if you have a lot of triangles in the scene and or casting a lot of rays. In order to determine if you have a hit, you need to test the ray with every triangle. There are optimizations like setting up an octree to limit the number of triangles you…
Textools' "smooth by UV shells" algorithm can't handle arbitrary hard edges - the smoothing solution used in Maya, Softimage and other apps. Now I'm working on the script that will make hard edges by UV borders absolutely precisely. But my original goal was to make tool to transfer hard edges from XSI to MAX - there's no…
Hey guys, need some help with a problem I'm having when polypainting. I'm currently using alphas to drag a colour onto my mesh but when the geometry starts to bend it stretches out my alpha. Something to do with zbrush using planar algorithms. Was just wondering if there was some kind of tool that will help me rap the…
Ha if the height doesn't tile, then you can't have an AO that tiles. The AO algorithm samples the height far around each pixel to determine the amount of light reaching that pixel, if there is nothing to sample or if your map doesn't tile, it will sample the wrong information and you will end up with a seam. You would have…