The final 3.11.0 has been released! - Added full screen antialiasing support for the DX9 graphics driver. - Solved problems with ALT+TAB and also with the mouse. - Added a checkbox inside the 3D viewer to lock the position of the light to the camera. Notice the shadows dissapear when you enable this mode(which is logical…
The 3.12.0 Beta 1 has been released! - GPU ambient occlusion generator ( 100x faster than typical way to render AO ) - Ogre3D mesh importer/exporters - Realtime ray tracing graphics driver for the 3D viewer + a new example showing RT reflections. - PRT-p and PRT-n map rendering - Video capture inside the 3D viewer - Radeon…
[ QUOTE ] Jogshy: About identical file extensions: Don't you check the file header anyway to avoid loading garbage? And if you do, then users shouldn't have to specify formats/plugins. [/ QUOTE ] Sometimes yes, sometimes nop. I use a lot of 3rd party libraries. Most of them aren't very well designed. Most don't throw…
[ QUOTE ] Trying to render a 2048 with 4x AA, gets passed the "rendering map" bit and is fine, memory drops from 1.4 gigs free to 600 megs free, then gets to normalizing height or somesuch and tells me i'm out of memory.... I still have 600 megs of ram free and its telling me i'm out of memory, after the map has been…
So i've been meaning to bring this up for a while. I'de like to open the discussion back up on averaging the cage normals, as a feature got implemented(which was cool) but it is a much much slower way of doing the same thing in max or maya. So first off, lets go over what it takes to get an "averaged" projection cage in…
Hey people, I've got some questions about xNormal normal bakes vs. Max (3.18.9 vs. 2013 PU6). This may be an extreme example and some of these problems are likely to be invisible in game but I'd like to hear your thoughts regardless. Note: * All maps were baked uncompressed with no supersampling or antialiasing at…
To MoP: Impressive artwork, MoP! I love your screenshots! I think your spec/glow highlight looks different because I use a default specular power exponent of 32 and 3dsmax 16. You can control it using a specular power map in the 3D viewer ( white pure = 255 exponent = supershiny; black=0 exponent=no shiny ). Notice there…