I can. The problem is file size. I haven't checked at what level the problem begins. For a low-poly base object, xnormal has no problem importing the model, e.g. 4,000 polys. It has trouble importing the high poly model. I have checked this on a high poly model of 3 and 12 million polys. I will check the subdivision levels…
The versions prior to the 3.15.3 apply a re-centering mechanism to get a more accurate radius when the objects are not (0,0,0) aligned. That was a problem because if you do a "save meshes" and you then assign only one mesh instead of ALL the save saved meshes, they will be misaligned. That's why the 3.15.3 and above…
xNormal 3.15.0 has been released! - Added three new map render types: wireframe, cavity and ray fails. - Added indirect illumination and radiosity to the realtime ray tracing graphics driver. - Added 3dsmax 2009 support. - Added the SBM mesh importer for 3dsmax ( including ambient occlusion data ). - Added "edge padding"…
But I think you can get a similar result using "harden normals" + no cage... That should be equal to the Maya's surface normals. "Average normals"(or "exported normals" if you already averaged it on the modelling app) + no cage = Maya's geometry normals. I suspect what Maya is computing the tangent basis in a different…
[ QUOTE ] However I found the new version keeps crashing after one render... I have 2 OBJ files for high and low, and output a 2048 just normals... every single time in the new version, it renders once correctly but if I try to render again with the same settings it says it can't load the model. And sometimes it will crash…
Although the xNormal's SBM can export the Maya's tangent basis, that's only a 50% of the equation. The other 50% is the pixel shader's tangent transformation. I'm not sure which one uses Maya, xNormal uses this one in DX9c: half3 n = tex2D(NormalTexSampler,uv)*2.0h - 1.0h;const half3x3 l_mTB = { normalize(inTang),…
Thanks for the feedback guys :) @EarthQuake : yes it is maya's viewport , but it shows up the same way in the game engine :| (blender's game engine) @jogshy: - i have been using tga for the file format, i'll give tiff a try and see what i get - i'll try object space ( does it affect performance in any way ?) - what puzzles…
hey jogshy , this might sound a tad weird, but could you provide a link for an old version of xnormal ? its just that i really need to use xnormal and this current version is a tad unstabble since i have 4 gigs of ram and dual core and still cant render 2048x2048 with 4x anti alias and also cant render amboc , i know youll…
I need help! We switched over to the somewhat synched normals version of the unreal engine and so I started using xnormal again. I made a test model to stress test common high poly shapes. I am getting weird pinching artifacts in my normal map from xnormal now and I can't get rid of them. Facts: Tried Fbx 2012 AND 2013.2…
The latest versions use welding by default. Just ask "yes" to the auto-assign dialog. Yep, that's a problem. I perhaps should integrate the xN renderer into Maya. To setup a cage can be as easy as: enter the 3D viewer. Extrude the cage with the "global cage extrussion" until it covers the highpoly. Save meshes. For simple…