Sorry, I just saw that you only have 256 MB RAM. Your software is free. Why not simply have a 'Please donate some cash to me' button? You already know it's being used by the world and his wife, surely some of us would give you cash. I would if you did a mac version Hell, 1 Euro from everyone who used it and had a Paypal…
Theres a really easy fix to this, and i think what you're asking for is quite extreme, not something thats easily automated. I'll recap my workflow here. After you have your highres, and lowres meshs: Uv your lowres Make a copy of lowres mesh Explode copied version in low, and in highres Save out orig version Bake from…
1 .Baking models by only hitting matching Material Id's/naming conventions is my wish for xnormal in the same way 3DS Max does it. This would eliminate the need for cages all together. For example xnooraml "isolates" each model part and if it mat id and name matches the high poly that is in the same place it bakes that…
@tom.drin: I suspect it can be a bug. Gonna send you a modified lite version soon. Try to disable the AA and change from/to the DX9 graphics driver to the OGL one while, pls. @Spark: With around 2Gb(free, not total) I was able to create a normal map for the Lucy mesh (114M points, 34M poly mesh) sucessfully. It depends on…
so one thing i've noticed, and this is kind of silly. but often times it seems that whats taking longest to render is the dilation filter(aside from ambocc of course) i'll have the normals calculated in a matter of seconds and it will take twice as long just to do the 8 passes of dilation on a large map like a 2048. Also…
Pls try with the new 3.17.6 Beta 1 I've uploaded at Eat3D's forum. Also sure if you use Win7 x64 that you execute the 64-bits xNormals's .exe and not the 32 bits one. That's probably caused because you checked in the "Use shortest diagonal" option in the default triangulator plugin. Open the plug-in manager and uncheck it.…
What's your "userMaxMemoryUsage" set to? Perhaps the task is reset due to out of memory errors? Try to increase it from physical RAM/8 to physical RAM/2 or /3 Also, test the # of packet lost and ping time. Run a command line and perform a ping command to the agent/coordinator IPs. You should get a <1% packet loss and a…
No this is not how game artists do it. Set your smoothing groups by your uv islands to start. There are scripts that do this. In general at very hard edges with angles >75° you want to set a hard edge/smoothing group. Where ever you have a hardedge/smoothing group you need to detach that as a uv island. Force triangulate…
jeffrussell: well, you have [0,255] mapping to [-1,1] right jeffrussell: so the math to expand is this: jeffrussell: 2*(tex/255) - 1 jeffrussell: so there's no integer in there that gives you exactly 0 jeffrussell: you can try both 127 and 128 jeffrussell: 127 slightly under 0, 128 slightly over Its interesting that you…
Have a model where half of it is unwrapped, duplicated flipped and combined/verts merged and uv's offset by -1. I am getting a seam with an xnormal bake but not with maya, is there anyway to get xnormal baking without the seam like maya's bake? I've reproduced the error with a simple beveled cube and provided a download…