Hey guys. Another guy with an issue about making CAGES! So like other I get this message when I try to bake with my cage "Invalid function parameter 'cage' : The cage mesh Default inside D:\Documents\cage.obj has at face 0 a vertex index that doesn't match the correspondent one for mesh Default inside the file…
I'm currently trying to cage-bake using an external cage from Blender, And I keep getting infinite vertex mismatch errors. Its driving me insane. The vertex count and topology of the LP and the cage are absolutely the same, yet I keep getting errors! My workflow is: 1.Triangulate Low Poly. 2.Use the solidify Modifier to…
Here are my suggestions/wishlist: 1. the ability to transfer multiple textures (diffuse/gloss/normal/etc. from high to lowpoly in one go. Very useful for LOD creation. 2. revamp the baking options screen: on the left you could set up the map you want to bake then with a + button add it to a list on the right. This would…
Hello everyone: Does anyone have any tips as to the blender 2.7x> xnormal workflow. Alot has changed in blender since the last version I used with xnormal (2.69); I'm not expecting a tutorial, just quick tips on: 1. preferred export format 2. whether marking sharp edges is necessary for an organic model (an octopus, save…
I know what you mean, Earth. I should make all more intuitive, easy to use and productive. Think that xn3 is the sum of TONS of patches... and it has really become huge and difficult to manage. There is also a lot of confusion about the uniform ray distances, cages, ray blockers and the MatchUV feature. xn3 is a huge mess,…
Hey kolby! [ QUOTE ] 16k triangle model in the 3d viewer... "invalid function parameter 'msh->UVs.size()' : SOrry cannot calculate tangent basis for meshes with more thean 32k UVs" [/ QUOTE ] 16k triangles mesh and 32k UVs looks like the exporter you are using is messing some data. Have you tryed other format? Are you sure…
OS maps are just an intermediate step and not a replacement so the same rules still apply as when you bake for TS, except for the smoothing splits (you don't need them when baking the OS map, but the final model should have them). Object space normalmaps doesn't care about the lowpoly smoothing at all so the only thing…
[ QUOTE ] Also whats the difference between cosine and uniform ? [/ QUOTE ] The point distribution used to generate the AO. It is supposed that the cosine one gives smoother results because is distributed against the surface normal... while the uniform generates the hemisphere points evenly. In practice... I don't know and…
Some advices: 1. Which output format are you using? The JPG is a lossy format. BMP/TGA/PNG only supports 8 bits of precision. Ideally, you should output the normal/displacement maps using TIFF(FP32) and let your engine to deal with the quality reductions. 2. Use object space maps for non-deformable meshes. TS ones require…
xNormal 3.9.4 Beta 1 is out at www.xnormal.net - Localization. Now can use various languages. - Fixed mirrored UV problems. Added an example using mirrored UVs (horizontally and vertically ), cylindrical mapping, spherical mapping and continous mapping. - Improved shadows and highpoly rendering speed under SM3.0 and DX9 -…