I've been using this a lot for previewing models, but come across a problem. I was just using it and it was working fine, then one of the times I reloaded the textures (after updating in photoshop), the light will now no longer move. Any idea how to fix this? Restarting the program didn't help.
theres another issue, that might be my fault but doesnt hurt asking ahah , whenever i drag a .tga created in xnormal to photoshop the map is like 10% only of opacity , and whatever alpha i cant view it, it views fine in other programs , but the inability to acess alpha is weird
Can the cubegen generate the diffuse lighting terms from a devebec light probe, Eric? Is not only to blur the ugly edges those appear in the faces when the graphics card filters it? I am trying to download more light probes and photoshop-gaussian-blur them as MoP suggested but my skills lack... To lupus: Yep yep, xNormal…
[ QUOTE ] Can the cubegen generate the diffuse lighting terms from a devebec light probe, Eric? Is not only to blur the ugly edges those appear in the faces when the graphics card filters it? I am trying to download more light probes and photoshop-gaussian-blur them as MoP suggested but my skills lack... [/ QUOTE ]…
Nope. They're still beta. I don't know when NVIDIA gonna release the official drivers with CUDA 2 support... I could not see any roadmap but I hope before the end of the summer... which is good so I can polish a bit more the renderer and also to adapt the Photoshop filters.
Resizing in photoshop has better antialiasing because the normal map isn't normalized. So if you resize and then normalize, you would get 99% the same result of rebaking it. If I recall correctly those are less effecient from gpu acceleration point of view. (even though they look better from artist point of view)
Should I include an option to "skip or hide" a selected mesh from the normalmap raytracer then? I am thinking too to add a thing to batch-queue-render the meshes, so you don't need to recompose the nomralmap in photoshop if you use tons of floating geometry. Well let me see what can I do.
Yep, flip green channel in Photoshop or just use a swizzling of X+Y-Z+ when you generate the normal map from xNormal. Btw, caution with the Max's D3D bump shader... it's very bugged in old versions(<=max9) and it generates a lot of seams and UV mirroring problems. Better use these ones:…
The final 3.16.2 is available: - MatchUV feature for subdivided models. - Vector displacement map support. - Ray distance tool. - Photoshop CS4 support ( including x64 ). - Sh diffuseGI cubemap converter tool. - Radiosity normal mapping support. - Auto-normalized maps. - Improved memory management for big images. -…
Johny - unfortunately, no. In my real case, the ao generated from the one high res mesh (the badge in my made up example) is not completely overlapped by the low res version of it. You would still see a portion of it peeking out underneath. It occurred to me that I could try to paint it out in photoshop, but I was hoping…