What i want is a way to average JUST the projection, not the entire mesh. Averaging the smoothing on the entire mesh is really bad, as it causes smoothing errors etc. But in max/maya, the projection is averaged so you can have your lowpoly set up with hard edges, but not get the missed detail on said edges because of the…
[ QUOTE ] In the ambient occlusion options, what is the Bias value for? I don't see an explanation for it in the help file. [/ QUOTE ] It basically extrudes a bit the highpoly hit point to solve some self-occlusion problems. It works in the same way that Blender... see this image: Bias 0.0001: Notice the self occlusion…
[ QUOTE ] Hey Im using xnormal for the first time today and Im finding it a bit difficult. [/ QUOTE ] Well, xNormal has many features and can be a little confusing at the start. Take a quick look ( just a quick one ) at the documentation, tutorials and examples. Once you do that just try to bake your first normal map. A…
[ QUOTE ] more important suggestion: being able to manually edit the "output file" field. I instinctively try to do this a lot. Most of the time just to add numerals at the end of the filename for different versions of output. [/ QUOTE ] Due to the plugin nature of xNormal the user needs to select an input/ouput file + the…
If you use 3dsmax, use the SBM exporter with the projection modifier. If not, enter the 3D viewer, adjust the cage and Save meshes... not everytime... just each time you modify the mesh's topology. I'm afraid then you need to wait until NVIDIA updates the drivers to 197.XX or above. The 191.X does not include the required…
[ QUOTE ] Hey Jogshy, Just wondering; can Xnormal render 32-bit FP displacement maps? [/ QUOTE ] Yep, save as TIFF(go to plugin manager, select IEEE754 FP32 output) or SuperRAW image format. The program works internally with 64/80 bits floating point double precision... it just converts it at end, depending on the output…
It would be much better to have an option just to revert back to the old method(where hard edges = cage splits). If you have any sort of complicated mesh, going in and selecting every vertex would be a huge waste of time. However having a simple button you can click to "split hard edges" would be fantastic. I think the…
Yeah, that's how I've been preserving the envelopes and importing them into Xnormal, the problem is that despite averaging the normals it still doesnt work properly. Do I have to manually "weld" vertices in the Xnormal editor despite averaging the normals already in Maya? Again, isn't this a redudant process ? I already…
Allright I could totally be wrong here but I do use Xnormal for my bakes and just ran a few tests. When you specify an envelope in the baking dialogue in maya the envelope that gets created does not have averaged normals but draws from the lowpoly normals. Is it possible then that it only gets averaged during the baking…
m4dcow, that sounds great, but the last time I used Transfer Attributes was before I discovered the wonders of Topogun. Needless to say I used it for a very different task. How would one go about doing that? Say you add a few verts to a mesh to solve some skewing, you duplicate the mesh to re-do the cage, and then have to…