Perhaps you should remove that T-junction creating shared vertices. What spread angle are you using? Perhaps you should also increase it to 179.5 or decrease it a bit... but I really don't know why those white lines appear. I'm experimenting with CUDA and OpenCL also. The main problem is that OpenCL drivers are still very…
[ QUOTE ] ts insanely fast. PERIOD. takes me 5 to 10 mins to render a full sample 2048x2048 amboc map with 300 samples [/ QUOTE ] I hope that's the typical AO way to render... because with the simple GPU AO tool you should be able to bake that in seconds using the FP16 or FP32 precission ( unless yhe GPU does not support…
Just a note: the SBM exporter can manage only TRIANGLES. If you use quad (Eidtable Poly) meshes, the cage won't be exported. That means you need to put an Edit Mesh modifier over your Edit Poly... and then a Projection modifier over the Edit Mesh. T-junctions are PURE EVIL in the cage.... however, you're right. There's…
[ QUOTE ] OH WOW! that was it! its the SCALE! [/ QUOTE ] Told ya! Usually xNormal shows a warning indicating this if radius <1.0f... you had bad luck... was 1.2 so didn't see the message box hehe... I should increase the warning to 2.0f it seems. The cause is that I use an "epsilon" error margin for floating point…
Jogshy! I have a few new suggestions. (Do I need to say that XN is getting better and better, still? :) ) I would love to have a very simple extra baking option : wireframe! This doesn't require to fetch any info from the highpoly ; just a simple wireframe render of the lowpoly. Maybe you could have color settings and…
xNormal (v3.18.4.37652) never respond after pressing the Generate Maps button but not crashes or hangs. Hi, there. I'm baking a normal map and a texture map from a high poly model with vertex color(polypaint). When I press the Generate Maps button, xNormal seems working but after "Counting lowpoly Default's triangles…
Notice the height is normalized using the maximum cage or uniform ray distance. You need to place the cage as close to the highpoly model you can ( see the smiley example ). Do you have assigned a heightmap to the fine detail? Are you using the "jitter" option in the AO/cavity? Do the xNormal examples render ok? Well, I…
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…
[ QUOTE ] Just a suggestion (don't know if others would disagree), but for the 3d viewer, how about doing away with using the alpha channel for transparency/spec-lvl/gloss/etc. and giving them their own slots? [/ QUOTE ] Unfortunally I am completely out of PS3.0 texture sampler and input registers ( 10 of 10 being used…
Well, assuming it's not a bug(perhaps it is), now you can specify three "smooth normals" modes: - "harden normals". It's an experimental mode to avoid the need for beveling objects with hard edges. - "average normals". Equivalent to the old "smooth normals" one. - "use exported normals". Use the normals the user set. If…