Ah yeah true, true. Was just hoping it wasn't the issue since the faces that had the original verts were the same, but that was wishful thinking I guess. Damn Maya for not having the Push Modifier!
So... should I modify the existing code to use an "averaged" cage? Or to ADD an option for that? Currently xNormal breaks the cage using the vertex normal... but I'm not sure if to allow a non-continuous cage is good or not.
You can also use the Displace modifier to create the cage mesh but again it's not giving as good results as solidify with hq normals for certain meshes. Did you actually apply the triangulation before creating your cage or is it a triangulate modifier? Any chance your cage mesh is not completely enveloping the high poly or…
Like nobody reported bugs for the 3.14.6 I just modified a few things and uploaded the final version to the web. I also updated my blog with an entry about 3D, James Cameron's Avatar movie and other thoughts. thanks!
xNormal exporter hangs-up when there is FlatIron modifier in the stack! Watch for this issue. 3DS Max 2011 x64, win 7 x64, xNormal SBM Exporter Stack(from top to bottom): Unwrap UVW (ch1) FlatIron (ch1) Editable Poly
Ah, hehe, nope. That's one of the things I wanna change for xn4. I'm afraid you have to duplicate the diffuseGI texture, modify it for each mesh and assign it... but usually you want to assign the same ambient cubemap and intensity to all the meshes or the illusion dissapears.
If you use 3dsmax, use the SBM exporter with the projection modifier. If not, enter the 3D viewer, adjust the cage and Save meshes... not everytime... just each time you modify the mesh's topology. I'm afraid then you need to wait until NVIDIA updates the drivers to 197.XX or above. The 191.X does not include the required…
It would be great. I recently started using Modo. It would be really cool to be able to export geometry and create cage in xNormal. I pretty sure you could do it way much better than 3ds max projection modifier which sometimes acts weird.
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 ).
Any blender users here with experience with creating cage meshes ? It seems that almost any modifications I make to my duplicated LP (to create the cage) cause xnormal to complain about vertices not matching up. Displacement and solidify modifiers seem like a no go and manual editing is hit or miss.