Ok, I'll enable copy/paster there... and I also will put a new Photoshop plugin into the TODO list. Btw, I've just uploaded the 3.15.3 Beta 5 if somebody want to test it a few. Also added permalinks and RSS support for the web. thx!
Show it in the xn 3d viewer pls ( and enable the "show tangent basis" option too in order to see if your UV's are welded )... and render a "Wireframe and ray fails map" to see the UV seams... and post a screenshot with your lowpoly mesh's settings too pls.
Just select all the vertices without the "do not select backface vertices" option enabled and press the weld/split. Btw... is the split mode really needed? xn4's cage system uses always averaged cage directions. I don't think discontinuities in the cage is a good thing...
The adaptive option was causing bad quality and banding artifacts. I found it also a little slower due to excesive conditional branchs. The "enable weighting" was an AO misconception. I was not taking into consideration the probability functions that the hemisphere sampling should use. Btw, I've just uploaded the final…
You have three options: 1. Use the xNormal built-in cage editor ( enter the viewer 3D, edit the cage and press the Save meshes button ). or 2. Place a Projection modifier in 3dsmax and save as .SBM with the "Export cage" enabled. or 3. Use an external cage file ( like a .OBJ ).
Can someone tell if Xnormal is baking with Mikk Tspace by default? Trying to work on support for it but we're having issues, first off I need to be sure that Mikkspace is what Xnormal is using. Its in the Tspace plugin list but I don't see any option to enable/disable it.... So yeah, is it just on by default or what?
128-256 rays is preview quality really. Put that to 1024-2048 with 4AA for production quality. And spread agle==140 seems too much. 160 is fine. Use the cosine distribution. To remove banding you can try also to enable the jittering. As MightyPea said, looks like if you exported the lowpoly attached to the highpoly.
Seems to be a distorsion related to the cage. Did you move the vertices there? See this web: http://www.poopinmymouth.com/tutorial/normal_workflow_2.htm Notice the wobbling effect over the cylinder. That's because the cage controls not only the ray distance but also the ray direction. An advice: render a direction map with…
Have you enabled the "use cage" option? Can you see your cage correctly imported if you enter the 3D viewer and you show the cage? If you use cages the lowpoly mesh's normals aren't used to fire rays. Just the directional vector ( cage.pos-mesh.pos ) is taken into consideration. The external cage's vertex normals won't be…
EQ, i think you need to turn off Enable weighting in the AO settings, for some reason when this on you get a very washed out map, with it turned off you get what you would consider a standard AO map. and by the way been testing this out a lot, and its absolutly awesome, i dont have to use turtle anymore!!