I'm trying to bake a cavity map out of xnormal and it is ridiculously slow, like 4 hour bake slow.... Not sure what else to add, I'm baking a character using a lowpoly with an external cage file using the default cavity map settings. Normals baked out quickly without issue. Is this typical? Any ideas on what could be…
Have you enabled the "use cage" option? Can you see your cage correctly imported if you enter the 3D viewer and you show the cage? If you use cages the lowpoly mesh's normals aren't used to fire rays. Just the directional vector ( cage.pos-mesh.pos ) is taken into consideration. The external cage's vertex normals won't be…
[ QUOTE ] fucking awesome !!! what are the proximity maps [/ QUOTE ] Is like a heightmap(depthmap) but cone-multisampled and frontal only. The meaning is just like if you put a camera in the lowpoly model and take an screenshot from there to the highpoly with multisampling. Basically gives you a smoother depth/height map.…
i totally agree that'd be nice, sometimes you just do very small tweaks and it has to load them all again Another thing i wondered about is, is there a way to batch render a bunch of models? So i import my lowpoly lets name it low_01.obj, import all highpolies that belong to it, use that as a preset. Load low_02.obj and…
And just to give you something back... here's a little test I did tonight - your program gives excellent results! This lowpoly mesh was just a quick one, so the silhouette around the top of the head isn't very smooth. Also there are no textures other than the normalmap and AO map, the colour and specular were set using the…
hey guys/Jogshy, i just unwrapped a model for baking a normal map in xNormal.. whem trying to generate maps its says my export of the lowpoly doesnt have any texture coordinates. when openin in others apps like mudbox or untiy3d it works just fine.. i got the latest version of xnormal as well... what am i doing wrong?…
Is there a way to separate each high poly mesh to render in conjunction with its lowpoly counter part. Right now I'll export each individual low/high mesh and have to hide/unhide pieces as I go and compile each map in PS. The batch protect doesn't seem to split the high poly meshs, so any intersecting norms pass on to…
Which kind of output format are you using? .OBJ, .SBM? And what program did you use to export the file? That error usually appears when the 3D modelling program you use writes corrupted data to a file or it has non-consistent UV data. What's happening is that some faces in the mesh aren't UV-mapped. Are ALL your lowpoly…
[ QUOTE ] is there a way the user can load 2 seperate meshes into xnormal along with it's maps etc? Or if there is any other tool that can do this, otherwise im screwed [/ QUOTE ] Yep, is possible: You can sepparate your model by "material". Imagine you have the object "myCar" with 3 sub-materials(3dsmax multi-sub-obj…
I'll post this here so it dosent get lost forever in my other thread, refering to the "fine detail" panel. Is that what that panel is for? Adding a bumpmap for the lowpoly's uvs? Or is it for the highpolys? I've never really understood what that was for, infact i thought it was a feature you abandoned a while ago. In any…