Well, it's hard to tell you a solution if you hide the interesting options with the preview window on the screenshots :poly120: Use padding 16 better... 2 is too low for a 1024x1024 image. With 16 you will avoid mipmapping artifacts for a 2048x2048 map... Don't worry about the pixel "flooding" unless you need a very very…
This is great! I haven't tried this out yet, but I just read through the thread and I'm very excited to try it. Thanks a lot Jogshy. Did you ever get the diffusely convolved (blurred) cube maps that you were looking for to use for environment lighting? I have a library of them that I use for lighting with my shaders. I…
@velesius : That sounds like a graphics driver problem, the n-th bug of WinXP 64 ( perhaps caused by a Windows Update's patch ) or a problem with some theme. Btw... are you sure your graphics mode is set to 24 or 32 bits and not 16? @EarthQuake : The preview does not show the background color, because the .NET bitmaps…
Yep, it's slower but gives more quality. I killed the adaptive sampling method. It was faster but introduced a lot or errors and quality degradation... and it was hard to setup well. Also incremented the default #of samples from 16 to 128. Yep, it's not yet well optimized(in fact, it's not optimized at all). Expect some…
Hello i have a problem.I cant render out a normalmap,Ao map from 3ds max becuse the highpolymesh is to dense Now i found Xnormal but i get stretchings in the final render,But in the middle of the render it looks perfect,Why do i get this error?I have been trying everything now i think This is in the middle of the render…
Hi All, This is my first post to this forum, but I'm having some problems with baking normal maps in xnormal. I've been getting these shiny reflective artifacts on the model. I've been looking online for hours trying to find what the issue is, but I can't seem to find anything. My current settings are .SBM files, mesh…
I've had a similar problem a few times before. The artifacting occurs because the normal map doesn't have the bit-depth necessary to properly represent the small differences that are needed. The easiest solution would be to bake a 16 bit normalmap but not all programs support that (don't think TB2 supports it). So the next…
Which version of xNormal are you using? Make sure that "Shortest Diagonal" is unchecked in the Plugins> Default Triangulator. Also, It can help if you pre-triangulate the mesh before export (save memory in xN too :)) Sounds like a bug in the Blender export. Might be worth reporting it in the Blender bug tracker. Yea,…
[ QUOTE ] Hey josh, I'm getting that wicked hangup when rendering the AO. What was the issue that was discovered? [/ QUOTE ] In the new GPU AO tool or the typical method? In case the typical one: If you have a Core 2 need to install the microcode patch using Windows Update. Notice the AO can be VERY slow(hours) for complex…
I am quite new and have a question with xnormal and cryteks top tips for baking textures in it. They say that you should put the scale to 16, and both the ray distances to 50 and go from there. http://docs.cryengine.com/display/SDKDOC3/Ambient+Occlusion+and+Normal+map+bake+using+Xnormal Problem is if i do this and try to…