xNormal v3.10.2 is released! - Completely revamped triangle rasterizer. Less artifacts, more accurate, top-left filling convention, a bit faster. - New "black sand pixels remover" image filter for AO/thickness/proximity artifacts. - Independent map filtering. - Increased maximum map size - Maps are rendered individually in…
You need the 174.55 beta drivers, the official ones don't CUDA2 yet. Btw, i'm trying to reproduce the map "pixelization" bug but I cannot find it. Do you know when it happens, pls?
I've been getting a lot of virtual memory errors when trying to bake normals, occlusion and diffuse while setting the pixel dilation higher. The high poly is only about 300k, and my maps are 2048. I have 2GB of RAM (which is the max) and a 3GB page file. But I get errors when trying to use a higher dilation. First of all,…
But I think you can get a similar result using "harden normals" + no cage... That should be equal to the Maya's surface normals. "Average normals"(or "exported normals" if you already averaged it on the modelling app) + no cage = Maya's geometry normals. I suspect what Maya is computing the tangent basis in a different…
think about how dilation works, it cannot get accelerated much at all. For each pixel you must check if one of the neighbors (4 or 8) was set and then copy its value. In the 2k x 2k texture map thats like 33 million lookups. One could try to do it on the GPU, by using the stencil buffer and offset the image by one pixel,…
Correct. Btw, if you have overlapping UVs and you don't want these pixels being rendered over the previous result you can use the "Batch protection" option. For xn4 I'll put an option to render a map for each object.
Do you mean to show the pixels of the rendered-normalmap-faces in a window while is generating the normalmap or to put a textured rectangle in the 3D viewer with those textures? Think the time I spend rendering something in the screen is time that is added to the total process.
I've just uploaded the 3.16.0 beta 1. Killed the adaptive antialiasing ( was hard to setup and the quality suffered too ). Now it uses the old supersampling method. Btw, Johnny, that should fix your AA pixelation problems. Feel free to test it. thx
I've just uploaded the 3.16.0 final. Tons of bugs solved. @Johnny. The pixelization bug should be gone now. @MM. The TS-normal map "hard edges" bug should be solved now. @Hu. Solved some bugs in the cone map tool.
I'm having the same problem, except it's happening on every version I have used. Everything comes out pixelated and blurry, as if it's been resized many times. I'm also having problems with some stuff not being baked. it might be user error tho.