Hey guys ! I have a weird issue (and totally new to be honest) with XNormal. When I import a low poly mesh it seems the normals of the model aren't take into account. Here's an image of my problem : As you can see on image 1, I imported a mesh exported from ZBrush (like that I was sure all the normals were "hard" if I can…
@ArYeS: Well what exactly is the problem here? The normal map looks fairly OK. Is your high poly model completely surrounded by the cage? or are there parts that stick out of the cage? If yes then you need to push the cage out some more until nothing sticks out of it. Why is there only one side of a cage on that magazine?…
Hi J! I have a new suggestion, I don't think it's in there yet : I see that you have an option to bake texture information from the highpoly to the lowpoly as in your flag example. I was wondering if we could have something that just applies random flat color to all the highpoly elements? (An obj containing a head and ten…
[ QUOTE ] I've got a mesh from mudbox(~1 million faces) thats crashing on "removing illegal geometry" Any idea why? I've opened it up in another program and exported again(obj) and still the same crash. [/ QUOTE ] What that thing does is to remove degenerated triangles and re-hash the vertices to sure there are not…
hey bumping this up - i had a question with the latest version of the xnormal app: (3.16.4.30881) What are the most optimal and efficient settings (in results and time) for the ambient occlusion baking in this particular version - i seem to be waiting and staring at the 'rendering' bar for ages, then still getting a crappy…
[ QUOTE ] Geforce 8800 GTS AMD Athlon 64 Dual Core Processor 3800= 2GB RAM Windows XP 32 bit Direct X 9 Do I need to install any new display drivers and if I do...what should a I do first to install it properly? [/ QUOTE ] Need to do: 1) Download and install .NET framework 2.0 for x86 ( with administrator priviledges). Get…
Well, I can really tell about xN. Nope. xN has four methods to fire rays: 1. If you use cages, rays are fired from the cage position following a direction equal to normalize(lowpoly.pos-cage.pos). The vertex normal is not used by rays ( it will be used just to transform to tangent space ). You can subdivide this into other…
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…
[ QUOTE ] So far it (with the smiley face of next-genishness) hangs on waiting completion. [/ QUOTE ] "Waiting completion"? That happens if you use the hxGrid distributed rendering without enabling the coordinator/agent. Are you using the hxGrid distributed renderer or the Default Scanline one? If you use the distributed…
In theory, in xNormal you could: 1) Increase/decrease the "scale factor" of the detail. More scale means the normal calculated from the heightmap will be unnormalized, allowing you to set more "weight" o the detail normal than the generated normalmap. 2) Increase/decrease the "blend factor" of the detail. A blend factor of…