Please, first sure you downloaded the v3.5.1 I just put some minutes ago because the 3.4.x had some serious bugs with cages and the v3.5.0 was a few experimental. Now, it looks like you are NOT checking the "Tangent space" in the Viewer 3D tab... It happens me a lot... Sure you have selected the SAME in the normal map…
Jogshy, I have varified the issue of the white lines are due to the cage projection. Your program bakes between objects, but not an object by itself which was why I asked this at first. The cubes are 2 seperate meshes, and I've made them intersect on purpose. You'll always have meshes intersecting with each other, unlike…
Oh, Jogshy, you were right - it was 3dsmax's OBJ exporter screwing up the normals. I exported the same object from Maya and it works fine now... thanks!
If it is a separate object, you would explode your mesh to bake the normal map (exploding means to move the separate parts of your model away from eachother so they don't intersect).
[quote=corv;1106264. [/quote] Are you using a tangent-space normal map or an object-space? What output format are you using? And what xNormal version are you using, pls?
@m4dcow: The solidify modifier basically duplicates the mesh, and pushes it across the normals, which results in two meshes, The inner and the outer. The inner is basically the original mesh, and the other is the cage. It also gives the option of "High quality Normals", which keeps the normals of the cage nice and steady.…
I just thought of something that >might< be easy to add? What about an actual ground plane that's incorporated into the AO renderer. That can be choosen as a option in it. So people wanting their AO to have darker areas in the objects (z?) plane for static objects. So they wont have to remember to export their AO version…
Hi! So I am currently trying to work with your product and have run into a little Snag. I am currently trying to take my asset pipeline and do a "slight" shift for baking purposes of unreal 4. So I am baking Object space maps in 3ds max and then trying to use your converter to turn them into proper tangents using mikk…
eh... as usuall, the problem lies between the chair and the screen. it seems that i didn't understand how exactly xnormal works untill i saw one of the tutorials from Yr site. i forgot that when You export selected, the root coordinate system is still the global one taken from the scene, not the local object one. and for…