You really shouldn't use the ray distance calculator unless your lowpoly mesh has no hard edges; otherwise, you'll get discontinuities in your normal map where those hard edges are since ray distance doesn't create a proper averaged projection mesh. Also if I were you I would export .fbx for your lowpoly mesh if your…
[ 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…
Okie a small change... will release the v3.6.0 and skip the 3.5.2... the list of changes is too much large for a minor version... The SDK I am preparing is changing ALL. Forget the "small" C library... I am making a collosal SDK and rewriting all as plugins to allow full customization. An example.. you can implement your…
I've processed the 2X1 image (512x256) you posted but works ok for me with the 3.17.4 I'm preparing, so the problem seems should be solved with that new version. Well, you can't really compare TS-normal maps using different coordinate systems because the color channels will be different for sure: xNormal uses an OpenGL…
[ QUOTE ] OH WOW! that was it! its the SCALE! [/ QUOTE ] Told ya! Usually xNormal shows a warning indicating this if radius <1.0f... you had bad luck... was 1.2 so didn't see the message box hehe... I should increase the warning to 2.0f it seems. The cause is that I use an "epsilon" error margin for floating point…
[ QUOTE ] It seems to work now if we don't load our own tangents and bi-tangents, but it doesn't work if we do try to load our own. So he's assuming that it's some sort of bug now. [/ QUOTE ] Let me see if I have any error here... but I'm importing tangents/biNormals in the OVB format in the acid and wall and it appears to…
Okay just tried the GPU AO tool, it rocks! 2 seconds for a 2048 AO map, thats what I like! Couple suggestions regarding that tool : -I wish one could load multiple meshes in the Simple AO Generator window, just like in the high definition meshes tab. Like, a highpoly arm and a highpoly head for instance. The program could…
To Pior: Pior you need a Radeon9xxx or GeForce FX or better to run the viewer ( or any card supporting HLSL or GLSL ). In old cards like yours the programmers must use a type of "graphics assembler" ( yes, asm, mov eax, 10 lea [eax+10] thingy! ) which is simply weird. In fact, if you see some DirectX 10 preview and the…
Hi. I'm hoping one of you can help because Im at the absolute end of my wits here. It seems completely random whether xnormal will let me use an external cage file. I either get horrible results with a cage or i get this error "the cage mesh in lowpolyCageFile has at face 0 a vertex index that doesn't match with the…