Ok, example time. Plus I emailed you a max 8 file jogshy with my two example meshes inside. Face with preview. (click for big) The difference between the max bake and the xNormal sbm bake is slight, but the max version is very smooth with no weird spots. The xnormal bake has some wonkiness going on in the cheek and the…
It's correct then. Question: can you render the Smiley example's AO ( 2k x 2k, tile size 512 ) using the Optix renderer? If you get that out of memory error then it's a driver's problem ( well, or beta problem ). If the smiley example renders ok then it's a real out of memory error... so you could try to subdivide a bit…
metalliandy - http://dl.dropbox.com/u/6144823/thomp.zip Here you go. I hope I exported those right. Since I deleted example from which I made those screenshots I had to prepare this model again. It should give the same result. Thanks for trying to help.
It appears that in the case of your direction map rendering, the map is calculated only for positive x y z or negative xyz if set that way. Are the direction maps calculated in only one direction and if so is it possible to calculate in both positive and negative coordinates on one map ? I'll try to upload an example image…
hey jogshy, It's usually 350 to 550 on the RAM so should be fine? The polycount on the HP is 180k. Yep I loaded the African head example and was able to mess with parameters etc. I tried doing my mesh again but it still wouldn't work, it seems to load a few full bars but then just crashes.
Yep, for both ray tracing and dual parameterization methods. Floating point precision is also supported using OpenEXR/TIFF FP/Raw/HDR formats. See the spiked ball example, I used that to perform DX10's tessellation with bended spikes/mushrooms/ears without having to perform Catmull/Loop subdivision.
hey jogshy, im 100 percent sure my lowpoly was unwrapped and had only 1 uv set. importing to mudbox allowed me to texture paint it, and for that it needs my model to have uv's. Mudbox was just an example. In ever app i tried the uv are imported correctly.. so no clue what the issue is.
loving the speed and results of Xnormal. But I have been running into a problem with my AO's. They seem to have these random splotchy dark spots all over the place. Not sure why. Would hate to have to go back to max for my AO renders :) My AO setup is the default that Xnormal comes with Here is an example of the model and…
This tool looks great, but I can't get smoothgroups properly baking in it. They didn't import properly, and I had to export using vertex normals, but then I lose proper cage bake and I get bad seams. Here is an example comparing xnormal and 3dsmax bake, mesh has smoothgroups. Anyone knows how to get this working ?
Great stuff Jogshy. And yeah I agree with all of Pior's suggestions, that stuff will save a lot of time and confusion! Basically the more stuff you can make "intuitive" (for example having the close button in the usual place!) it will just speed up using the program, and generally make everyone's experiences a lot smoother…