1 .Baking models by only hitting matching Material Id's/naming conventions is my wish for xnormal in the same way 3DS Max does it. This would eliminate the need for cages all together. For example xnooraml "isolates" each model part and if it mat id and name matches the high poly that is in the same place it bakes that…
I made a quad version of the seat alone. It's still picking up other areas of the high mesh beyond any intersection area. See example File of the quad seat (use with high of other). File: http://www.oxynary.com/downloads/lowchairquads.zip (use with high one from original zip) So this I hope shows its not t-junctions…
[ QUOTE ] hey jogshy , this might sound a tad weird, but could you provide a link for an old version of xnormal ? [/ QUOTE ] I have only the 3.10.4 and 3.10.5. Gonna upload the 3.10.5 to a public sharing host and tell you the link. [ QUOTE ] xnormal object space are diferent from 3ds max , maybe they are worldspace dunno…
xNormal 3.17.2 has been released: - Added support for Growl notifications. - Optimized the software CPU rendering a 5% ( thx to new LR child heuristics ). - The Optix renderer now uses a better sampling to reduce banding artifacts. Also improved sightly the performance. - Solved some bugs in the displacement map…
Hi! Please help me solving this issue: This wheel is part of a multimesh object, I want to bake it piece by piece, but I have problem even with the first one. It's a simple cilinder. On the picture is the high poly version and next the applied normal map on the low poly. The problem is that band on both side of the wheel.…
[ QUOTE ] Hi, I'm having some problems with Xnormal lately. It looks like there's no normal map on the models (even examples). I think it's because my graphics card, which should be compatible with SM3, but it has problems sometimes. Is there some way how to force Xnormal to use SM2? Thanks [/ QUOTE ] It works with SM4, 3,…
Ok, I understand now. Thanks for the in-depth explanation. The latest xN version use welding by default. You just need to perform a very similar thing to you're doing in Maya: enter the 3D viewer, extrude the cage with the "global cage extrussion" slider until it covers the highpoly model, hit save meshes and answer "yes"…
Are you 100% sure the UVs are well welded there and the smoothing groups correct? Well, if you are, then pass to the next point: Each application has its own way to compute and use the tangent space. If you generate the maps in a XXXX application but you preview it in a YYYYY application you need a way to match the tangent…
[ QUOTE ] I noticed importing the mesh doesn't use both threads on my cpu, i dont have any idea if its posible to use both cores [/ QUOTE ] To use dual-core to import won't be a good idea I think... because you will gain CPU performance but you will loose it because the hard disk head have to jump from a portion of the…
I just checked 3.17.0 Beta 5(what i happen to have installed here) The default rendering method using xn will render broken edges. Using a cage is an entirely different process and can not be considered the "default behavior" as it requires a different workflow to use. In comparison, load up maya, go to transfer maps, add…