[ QUOTE ] Is xnormal suposed to take ages to render the map? it looks like it stops at the middle of the progress bar. [/ QUOTE ] I think there is a bug with some dual core machines. It is curious but if you render AO again without closing the program it takes much more time to render, is strange. Do you see any difference…
[ QUOTE ] We're interested in developing an exporter for our Marmoset Engine mesh file format. Any comments before we jump in? [/ QUOTE ] In theory will be easy to do a mesh importer for xNormal using its C++ SDK and Visual Studio. You just need to implement the IMeshImporter class and output a Geometry with the positions…
[ QUOTE ] I have a geforce 7600, and the 3d viewer used to work fine for me. I really dont actually use it for anything anymore(use our ingame previewer) but i wanted to just check it to see if the models were even rendering right there.... and it just displays nothing, anyone else have this problem? [/ QUOTE ] Can you see…
[ QUOTE ] Every time I use the software the window's fixed size annoys. You've made the window so small that constant scrolling is needed to update the ray distance parameters in the file list. ... It would be very nice to be able to select and edit several file fields simultaneously. [/ QUOTE ] Thanks for the feedback.…
Btw Ged.. with a 8800GT and 512Mb just forget all what I told about VRAM. Try to reinstall xNormal... perhaps the ui.png texture was corrupted for some reason and that's why you cannot see the UI well. Also sure you have the latest NVIDIA drivers... the 8800GT is relatively new card so I bet the drivers aren't very mature…
The final ( I hope ) 3.10.6 has been released! - New render AO without highpoly feature with normal map support ( specially dedicated to Johny! ) Select your lowpoly model in both the highpoly/lowpoly grid, specify a normal map(optional) and you will get fast and cheap AO approximation ( and remember to use cages to limit…
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…
[ QUOTE ] You mean the hair on the guy? I did that with HairFX in Max. If you can get that in real-time, you'll have a lot of people knocking on your door. [/ QUOTE ] Yep, was that Amazing! [ QUOTE ] For some reason you don't seem to get the detail in xNormal that you do in Max, for example. Here's a picture... [/ QUOTE ]…
[ QUOTE ] Locks up when trying to enable/disable anything. Also performance is quite poor. 3.11 beta 1 performance was around 60 fps with arsh's diablo and now i'm lucky to get 30fps in a window. My normal res is 1600x1200. I also noticed I was only given the option of my desktop res with 4x, 2x or no AA. [/ QUOTE ] Try to…
I thought I would post this here as well, b/c it seems that a lot of people are having problems with the xNormal and Maya pipeline. If this still doesn't help, I can cap a video later:) I almost have the low poly version of my gun done. Along the way I experienced some problems with baking maps from xNormal. This was a…