I would really love to see in the next version of xnormal the ability of the program to recognize material id's of each element that makes up the objects in the scene. Couple this with ability to only hit matching id's of the objects in the scene. This would vastly improve the shadows casted on other objects when baking ao…
[ QUOTE ] Thanks a lot for answer. At the end problem wasn't in the shader model, but in size of textures . I have Radeon x1650 -256MB. When I use 3 1024x1024 .jpegs it's alright but 3 .tgas are problems. (Strange, I thougth textures are sent to graphic card in uncompressed format) [/ QUOTE ] See if the "use texture…
The version 3.9.0 is released. This time optimized the mesh loading speed a lot ( can reach 10x! ), improved the cage system ( now you can control too the ray directions ) and solved some minor bugs. As usually you can download it at http://www.santyesprogramadorynografista.net/projects.aspx Change list is at…
In max you can use the projection modifier, which is conserved all the time. I think you can save the transfer maps envelopes for later using some tricks ( ctrl+z, clone, etc ) Yep, it is: 1. For max: use the projection modifier. Save as SBM with the "Export cage option enabled" 2. For maya: clone your lowpoly mesh.…
Hey jogshy, thanks for the invaluable updates. I have a question: I'm playing with the simple ambient occlusion generator to occlude models vertices as an alternative to using Mayas batch bake mental ray (its results always disappoint me). I also played with faogen, and whilst the results are way nicer than mental ray for…
[ 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…
xNormal v3.5.0 is out! This time I changed completely the ray heuristics. Now I am using a method that allows to forget forever the ray distances, so I disabled the cages functionality because were not needed ( more tests needed but I think cages and distances are history! ) Also changed the heightmap algorithm to be more…
All vertices are welded, this example is made purely in maya so no zbrush thing. I don't know what TB is or where to look for that, I clicked show tangents and they are fine, the normal map also seems fine by the eye when turned on. I tried the various drivers but the seam persisted, as it does when applied within maya.…
xNormal 3.14.1 was released! - Added the DX10 graphics driver with improved HDRI, glow effect, logarithmic tone mapping and MSAA transparency support. Unfortunally, as you should know, DX10 is Vista-only. However, I plan an OpenGL 3.1 Mount Evans driver once the spec is released. - The height map rendering no longer…
This is an excellent application, and I've had so much use for it. I do have a little problem, and I don't know if it's been brought up before (I did a quick browse through the thread and searched to the best of my ability). The problem is the mesh is invisible in the 3D viewer when using the default Direct3D9 Graphics…