Hi all, I'm going to start by saying I am very new to using xNormal, in fact I downloaded it today for the first time(v. 3.17.14). I have watched and read through multiple tutorials on baking normal maps in xNormal and It seems very straightforward. What I am trying to do is bake the normals from a highpoly mesh onto a…
[ QUOTE ] I'm having the same problem... for the life of me I can't seem to get a decent AO map. I've tried everything I can think of, the angle, renderer... the normal map is beautiful but the ao is posterized and has hard edged shadows. I'm wondering if it might be my card or something [/ QUOTE ] By default it puts 24…
Some progress on the per-vertex-ao: Added the feature to bake per-vertex-ao: so now you can bake it using the GPU AO tool to an image or to vertex colors. The 3d viewer was adapted to display per-vertex AO ( in highpoly and also lowpoly models ) And the best part... baked per-vertex-ao from the GPU tool can be used to…
It looks like the normal map is not assigned. When this happens and you enable the "show normals" option, it uses the vertex normals instead of the normal map's texels. The question is why the program is not getting the normal map assigned... Ok, some questions: - Are you assigning the normal map to the normal map slot,…
You suddenly discovered my top-right rasterizer's filling convention :poly121: This is DX9's top-left one, an interesting read: http://msdn.microsoft.com/en-us/library/windows/desktop/bb147314%28v=vs.85%29.aspx#Triangle_Rasterization_Rules When you render two adjacent triangles with DX9, the top-left borders of each…
@Opteryx You need to flip the normals. Also, create some hole in the geometry to the rays can escape to the exterior and reach "the sky" ( for instance, remove a wall or the roof). If not, the AO will be rendered in black. @philipp.bogdanovskiy That seems to be Z-fighting artifacts. Try to scale up the meshes and separate…
Turn on the "show lowpoly tangents" to see the normals on these vertices... If are unwelded then you must see different normals and tangent basis for them ( like very similar axis in a bunch ). edited: YES, i see that too... When I turn the show tangent basis I see you must weld them better and sure UV's are welded too!…
xNormal 3.8.0 is out Implemented the the "bake highpoly base texture on the lowpoly model", re-enabled the COLLADA importer, added two new amazing examples, fixed tons of bugs(also i'm sure tons of new bugs were added ), improved 3x the speed in the 3D viewer drawing the highpoly model, implemented a new virtual memory…
That error occurs due to 1) You have not marked as "visible" the meshes. Go to highpoly / lowpoly tab and sure the "visible" checkbox is checked ( it is by default tho ) 2) You are trying to view a void file. For example, the file contains cameras, lights, etc... but no geometry at all. Notice too some programs that use…
Hi Have 2 obejct, high (several tens connected together) and low, low equal squere plane (one polygon) with no padding UVW mesh (fit 100%). I use xNormal to generate height map, when i change in "Baking options" "Edge padding on 0" and "Antialsing on 1x" i get on right and top map edge, black border, but when i set for…