yeah i know xnormal saves settings and thats great, but the current project i am working the meshes are really complex sometimes having 20 to 30 individual mesh pieces from zbrush. we have a great work flow where we are doing most all texturing in zbrush from auto generated uvs and baking them afterword. problem is setting…
[ QUOTE ] I'm getting a virtual memory error if i try and render 4096x4096(No AA) telling me i'm out of disk space even tho i have 1.6 gigs free on C:/ [/ QUOTE ] Each pixel in the "maps" occupies: nx,ny,nz -> 3 floats ->12 bytes ao -> 1 float -> 4 bytes displacement -> 1 float -> 4 bytes r, g, b, a for base-texture…
Haven't tried harden normals no. Tried both cage and ray distance and they produce the same result. It's not the beveled edges that I'm concerned about, it's the tubes that are very square (they basically look like a low resolution pixelated line that has been resized and blurred a couple of times) when rendered with…
@vinny_peluso, can you send me your OBJ files to debug them pls? You might try with another mesh format like SBM or FBX, Can you send me your mesh so I can debug it in depth to fix the LWO mesh importer, pls? @silentbrains, exploding your model might help you to render the AO properly. @sondrebot, try using a cage.…
What i want is a way to average JUST the projection, not the entire mesh. Averaging the smoothing on the entire mesh is really bad, as it causes smoothing errors etc. But in max/maya, the projection is averaged so you can have your lowpoly set up with hard edges, but not get the missed detail on said edges because of the…
Are you using the "Smooth normals" option or using the vertex normals exported? Can you send me those models to do some test pls MoP? I think can be one of these things: 1) I touched the tangent basis computation in the last version so problably a mistake broke something 2) Some exporters are REALLY bad ( 3dsmax2obj vertex…
[ QUOTE ] It seems to work now if we don't load our own tangents and bi-tangents, but it doesn't work if we do try to load our own. So he's assuming that it's some sort of bug now. [/ QUOTE ] Let me see if I have any error here... but I'm importing tangents/biNormals in the OVB format in the acid and wall and it appears to…
Erasing any vertex/face/edge will invalidate the topology, yep. So... the initial external cage must be a perfect clone of the lowpoly mesh. The only operation allowed is to move vertices/faces/edges. If you add/erase any face, edge or vertex then the error dialog will appear! xNormal >= 3.12.0 (if I remember well)…
OK! Just uploaded the version 3.6.0 BETA 1... I decided to put a small beta 1 before to release the final version because touched too much code and I'm pretty sure any ugly error will appear Changes include a complete C++ SDK with documentation, a new and improved antialiasing method that consumes 8x less memory and is…
Hi Jog! Thanks a ton for the new wireframe baking option! it's one of these little things that help a lot. Also It would be nice to see the return of multiple bakes at once, even with something very simple when it comes to naming conventions. Like, the user gives a generic name to the bake and the maps get named like…