hello... baking vertex AO with Xnormal...damn its fast.... but it always softens the normals(normalising them) wich i dont want... anyway around this...
It's something wrong with exporting from Softimage... I imported this model into Modo, removed vertex normals then applied material with 180 smoothing and it looks good now ;)
Yes this is with exported normals, I gather xNormal can't read smoothgroups information but requires vertex normals. The seams is because it splits the cage by normals, I was able to get a clean bake by importing a cage. I'll just need to figure out how it fits in my workflow, as modo currently doesn't export vertex…
Show the vertex normals on your low-poly inside maya. Are they locked in a strange way/direction ? Have you tried the average normal of xNormal during the baking ?
I'm having a big problem baking vertex colour from a lage .ply file. I've unchecked "Ignore per-vertex-color" on the high poly mesh and I'm baking using 'Bake highpoly's vertex colors. When I load the meshes in th 3d viewer I can see the vertex colour on the high poly mesh, but I can't get anything to bake. No vertex…
[ QUOTE ] I was under the assumption that the GPU accelerated AO worked with the High->Low workflow =( =( =( =( =( Is there any way to make this happen? [/ QUOTE ] I could adapt the simple AO GPU tool mechanism to the normal renderer. Just need a bit more time. [ QUOTE ] Now again if you could save the AO info into vertex…
2x= 4x slower. 4x is 16x slower. A trick that can help: disable the tile notification. you'll get some seconds if the tiles aren't written to the preview window. Also, play a bit with the tile size. Usually 32x32 or 64x64 are ok... but perhaps de 16x16 or the 128x128 can give you better results ( it depends on the CPU's…
Hello, I am trying to bake some Ambient Occlusion to vertex color. XNormal has this feature, but it only seems to export to it's own .sbm format. I have looked everywhere but I can't find how to get or convert a file format that is readable by other programs like .fbx, or .obj. I have Blender, a Substance if that helps. Is…
Yep. It was a problem with my vertex hashing + a desync with mkktspace. It's fixed internally now and patch will be available soon. No, we don't support MultiSubObj mats. 1 mesh = 1 material.
Hey guys! SBM exporter doesnt seem to work with maya 16.5. Simply cant tick it in plugins section. Has any1 encountered that? Really need this for exporting vertex colors.