Sorry that it's not working for you. It sounds like it's running out of memory. How much ram do you have and how much ram on your GPU? How big are the files you are baking? Are you on Mac or pc? Are you using maya or max? If you are comfortable posting the files I can try to debug it. Rob
I'm looking forward to it. I bet the CPU-only Mightybake is still way better than running 32-bit xNormal 3.17.16 on Wine. For translucency maps check out https://steamcommunity.com/app/273390/discussions/0/619568074748698404/ and http://www.gamedev.net/topic/653094-baking-a-local-thickness-map/. It's basically just AO with…
@campi Ok, how about this:- Batch File Sets: Add a named group of files (low, env, high poly) and output prefix. You could checkbox each of them as you can with the presets. - Start Batch would take all of the selected named groups, and run them through all the checked presets and over-ride the files there while baking.
Go here and click the big orange download button and follow the instructions that are here to make a bootable USB disk. You're going to want to do a regular old bare metal installation for GPU purposes, so reboot your computer, mash keys until you get a BIOS menu or a boot menu, and figure out how to get your BIOS to boot…
Hey Rob, Just tested the fixes you put in 1.4.2, everything is up and running. Thanks for the quick turn-around. I'll test with your suggested settings for Unity 5: 'If you use 'FBX Tangents' in mighty bake, and set the mesh to 'import' from your game FBX, it should be fine. ' I'll let you know if I see any weirdness…
Hi All, I'm trying out the demo at the moment and I keep getting 'bad allocation' error every time I try to bake out something that isn't a cube. The model itself isn't super complex but there's a large number of UDIMS. Unfortunately due to NDA's I can't post examples. I'm running windows 7 with 32gb of ram and a quadro…
Hi folks, I've updated the tangent calculations to better reflect the MIKK used in Unreal and Unity. Below is a screenshot from Unreal. I will be releasing these fixes in the next release. Thanks to @Tzur_H , @huffer and a few others for spotting the problem. Left is old, right is new. This may also have cleaned up a few…
you are not wrong about the smoothing, but 90% of our production we handle zbrush files and running multi million polymeshes through another software just to have normals not going to happen. In xnormal there are options to treat this, and i think mightynbake should do the same. I'll check the Y flip stuff, i just thought…
@JedTheKrampus Well, the CPU works fine. I can't test the GPU. My VMWare Ubuntu doesn't support OpenGL 3.3 without building my own graphics driver. I tried for two days to get it to work, but alas, I couldn't figure it out. I will go back to working on features for the moment, and come back to this when I can get a new…
Hi Polycount, I've posted version 1.4.9 here. Release Notes 1.4.9 * (Feature) Batch Baking - Select any number of presets and then run them all as a single bake * (Feature) Explicit path on command line * (Fix) Big fixes to tangent spaces for Maya, Unity and Unreal. Works for all test cases. * (Fix) OBJ crash when…