i came into this discussion halfway through and might be way off the mark, but i've noticed that no matter what i do in xnormal there are split normals in the cage at UV seams. the exported cage has averaged normals, i tried using exported normals and forcing "smooth normals" in xN - neither seemed to average the UV seams.…
yo jogshy, i tried the new beta when i wrote that, it still hangs up like the previous version , using scanline render. Also wouldnt it be better to make the ambient oclusion in the rgb channel ? since it is what we want ahahah , and maybe save the bent normals on another file ? it doesnt make sense that the image that we…
Have you rendered the NM in xnormal or in 3dsmax? xN maps should be viewer in xNormal. 3dsmax's ones in 3dsmax. Well, some advices: 1. Enable the "Show tangents" in the xN's 3D viewer to see if the UVs are well welded. 2. Render a "wireframe and ray fails map" to see if rays are failing or there are problems with your UVs.…
There's currently a bug in xN, that's why that model is shown differently than Blender. It will be fixed for the next release. Anyways, if you export the SBM from Maya, and you check in the "export tangent basis" option then it will export the Maya's tangent basis and not the mkktspace. If you need the SBM to use the…
Jog : The idea behind having the 'hide highpoly mesh' tickbox in the 3d viewer panel is that it fits in the top to bottom workflow : At the moment the user starts with the higher panel to load meshes... then goes to a lower panel to genrate maps aso... then the last panel at the very bottom for the viewer settings...…
The 3.15.3 will be available once CUDA2 is available(August, I hope...). Meanwhile I'm optimizing the new polymesh system(because currently is too slow) to allow subdivision and improved displacement/vector mapping in the future. Once I finish the 3.15.3 I need to finish a multi-platform engine... which gonna be the basis…
I'm not sure I get your question? You need to create the cage once the low poly has been imported - if you've made your own then you simply need to designate it to the mesh via 'External Cage Meshes'. What's the point? Well XNormal doesn't really allow an intuitive way of creating cages, it's important the cage is…
[ QUOTE ] [ QUOTE ] He means applying a "fine detail" normal map onto the high poly model, which is taken into account when rendering the normal map for the low poly. I think you can already do this with a bump map, right? Could it work for a normal map, too? [/ QUOTE ] Oh so if I understand well what you want is to…
Morten's tangent basis computator is now the default one used in xNormal. You don't need to enable it and neither to configure it. Btw, it should match Blender's new versions: http://wiki.blender.org/index.php/Dev:Shading/Tangent_Space_Normal_Maps Morten is contacting Autodesk, Epic and other people to standarize the…
Hi guys ! So i have quite the issue with xnormal since the past few days. I tried to solve it alone and with the help of internet but i didn't find anything helpfull... Just to be clear I used Xnormal perfectly plenty of times. It's a essential element of my workflow and i know how to use it pretty well . So my problem is…