Yes it is correct If you aren't changing the topology too much, You could use transfer attributes to update the UV changes from the edited mesh to the one with matching vertex indices.
[ QUOTE ] Hey with the standard ambocc method i'm getting just black and white images, no detail whatsoever. Is there a setting somewhere i have to turn on to make this work correctly? [/ QUOTE ] Probably that's because you used the GPU AO tool and saved a failed/aborted/bad result per-vertex occlusion to the mesh you are…
At the risk of looking stupid, I'm getting this error: "Error loading the models: The mesh Default has vertex UV's but no vertex indicies! Please sure if you fill the mesh->UV's you fill the mesh->UVIndices" I have no idea what this means. 'Fill' the mesh?? I can only assume the 'mesh default' is referring to my low poly…
Thanks, now I see better the problem. ... but I'm afraid that's because I changed the way the AO is computed. For the 3.14.6 I was using the vertex normals ( which is not correct and can cause artifacts near the edges... this is problably why you're getting those white artifacts ). Now I'm using the face normals instead (…
It's a very complitcaed problem to solve, yep. Perhaps I should add an option to use the vertex normal and the cage distance.... so the cage will be used only to limit the ray distance but not the ray direction.
Caravaggio, I suspect that can be: 1) OBJ exporter is messing your vertex normals. Try to export a simple cube... Edit the .OBJ with the Windows notepad and check the "vn" elements ( vertex normals ). If you see all the normals the same or not coherent that will be the cause. 2) Perhaps C4D uses a different tangent basis…
So... should I modify the existing code to use an "averaged" cage? Or to ADD an option for that? Currently xNormal breaks the cage using the vertex normal... but I'm not sure if to allow a non-continuous cage is good or not.
I got the same problem yesterday. I don't know if it's your case, but mine was caused by the triangulation. Since the cage is a little bit more bigger than the LP, some vertex are more closer than other, in this case some quads can triangulate differently. My solution was to first triangulate my cage before to push it, by…
Hey, I'm using xNormal to bake my DWIV entry - a big chunky thing with lots of hard edges - and keep finding that xNormal overwrites the exported vertex normals of my lopoly at rendertime ("Averaging vertex normals..."), which is causing havoc for my maps. I basically want a ray distance render from a hard-edged mesh to…
Hey everyone. I ran into some problems today when playing around with curvature studies. An image is worth more than a couple of words or something: Anyone know what's going on? Am I doing anything wrong? At one point I managed to export a SBM which had less of these errors, but still not completely free from them. My idea…