[ QUOTE ] - How about different speeds for the rotations of ReelC and ReelL? Not vital, but would be nice. [/ QUOTE ] Easy [ QUOTE ] - A turntable recording function would be nice, capable of both exporting it as individual images for composing in After Effects/Premiere/etc, and for example an uncompressed AVI. [/ QUOTE ]…
So i was sitting around last night and thought of a good way to use the diffuse baking to replicate Max's material color baking ability from the highres, only without having to use any materials. This comes in real handy when texturing in photoshop, makes it much easier to know exactly where to paint and easier to make…
xNormal 3.10.3 released! - Revamped ambient occlusion. Now you can use cages/ray distance to control the AO ray length. New adaptive method ( increased render speed ). Added AO bias to solve some self collision problems. Added new Random(dirty) distribution. Added "bent normals" generation for PRT - Added min/max…
OK! Just uploaded the version 3.6.0 BETA 1... I decided to put a small beta 1 before to release the final version because touched too much code and I'm pretty sure any ugly error will appear Changes include a complete C++ SDK with documentation, a new and improved antialiasing method that consumes 8x less memory and is…
[ QUOTE ] I'm trying to install the 64 version on my new comp with a core duo, but I get an error message saying "An error occurred attempting to install xNormal v3.9.4 Beta 1 (64-bits x64)." Details say: "This installation package is not supported by this processor type. Contact your product vendor." I checked online to…
Well I was thinking that you might be bringing the meshes into some other app to change UVs and when you bring them back into Maya, the vertex indices wouldn't match. So you could then then use transfer maps to transfer your new UVs to your original low poly and not have to re-create your cage so the indices match etc... I…
[ 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 ] We're interested in developing an exporter for our Marmoset Engine mesh file format. Any comments before we jump in? [/ QUOTE ] In theory will be easy to do a mesh importer for xNormal using its C++ SDK and Visual Studio. You just need to implement the IMeshImporter class and output a Geometry with the positions…
[ QUOTE ] I'm not 100% sure how to describe this problem, but I'll try. The way that Xnormal "records" the normal colors to the texture, creates rendering errors within the default 3dsmax preview (using DX display of standard materials). Basically I rendered the same object, once in Max with no cage and a numbered ray…
[ QUOTE ] The file is around 520 mb and 6 million triangles [/ QUOTE ] You can try to export only the vertex positions for the highpoly model. The normals and texture coordinates won't be used, so you can save tons and tons of space. Also, if you can, specify the decimal digits when exporting the OBJ to 3 digits. Some…