Hello, I got turned on to xNormal pretty recently but I've been loving it so far, so first I'd like to offer my many thanks to Santiago for all of the work he has put into what is clearly labor of love. Now for my question (I've looked through the forum and have not found anything about this, so please forgive me if it's…
OK after some testing, I'm gonna have to conclude that it's not the size of the OBJ file or amount of polygons the highpoly has - I just successfully used a 1.5 million triangle highpoly mesh (141mb .OBJ file) to generate a normal map. Daz: OBJ's actually zip up pretty nicely, you could probably get that 75mb OBJ down to…
xNormal v3.5.0 is out! This time I changed completely the ray heuristics. Now I am using a method that allows to forget forever the ray distances, so I disabled the cages functionality because were not needed ( more tests needed but I think cages and distances are history! ) Also changed the heightmap algorithm to be more…
[ QUOTE ] You mean the hair on the guy? I did that with HairFX in Max. If you can get that in real-time, you'll have a lot of people knocking on your door. [/ QUOTE ] Yep, was that Amazing! [ QUOTE ] For some reason you don't seem to get the detail in xNormal that you do in Max, for example. Here's a picture... [/ QUOTE ]…
The CUDA memory required needs to be split into two components: 1. Node pool. It's used for the spatial acceleration structure. Usually 16/32Mb should be enough for a 4M poly mesh. 2. Triangles. The mesh itself. Each triangle occupies 48 bytes. A 4M poly mesh will occupy around 192Mb. If you set 450Mb for the nodes(that's…
The final 3.11.0 has been released! - Added full screen antialiasing support for the DX9 graphics driver. - Solved problems with ALT+TAB and also with the mouse. - Added a checkbox inside the 3D viewer to lock the position of the light to the camera. Notice the shadows dissapear when you enable this mode(which is logical…
The 3.12.0 Beta 1 has been released! - GPU ambient occlusion generator ( 100x faster than typical way to render AO ) - Ogre3D mesh importer/exporters - Realtime ray tracing graphics driver for the 3D viewer + a new example showing RT reflections. - PRT-p and PRT-n map rendering - Video capture inside the 3D viewer - Radeon…
Theres a really easy fix to this, and i think what you're asking for is quite extreme, not something thats easily automated. I'll recap my workflow here. After you have your highres, and lowres meshs: Uv your lowres Make a copy of lowres mesh Explode copied version in low, and in highres Save out orig version Bake from…
Probably you're right but I'm soooooooo tired of Windows.... To write very portable application I think it's easy... the problem is to test the application and to swap the development environments... Unfortunately a hard disk can have only 3 boot partitions, so I need to turn off the computer, swap the HDD, boot the OS,…
[ QUOTE ] One thing someone from work pointed it out is that he dosent understand why xnormal only supports tri or quad constructed models... [/ QUOTE ] Direct3D can only work with triangles. OpenGL can manage triangles, quads and ngons, but must be convex and closed. The problem is that some programs don't generate 100%…