[ QUOTE ] here is a current prob i am curious about. the texture on the left was used with xnormal. the one on the right was used w/max(they are different models). the one using xnormal seems a bit pixelated when compared to the one using max. any ideas? [/ QUOTE ] Decrease AA threshold to 0.1 or 0.05 Also try to increase…
[ QUOTE ] My vid card is fairly old, but supports pixel shader 2.0, so I thought it would be ok. [/ QUOTE ] The shadows are disabled if you use a pixel shader 2.0 card + DX9 ( due to instruction limit and speed ). However, if you enable the OpenGL graphics driver(in the Plugin manager, default graphics driver combo box)…
1. Try to increase the # of rays per pixel. 2. Use the cosine distribution. 3. Try to use the 3.16.12 version because fixes several AO problems. 4. Sure your highpoly mesh's normals are set correctly ( seems it's using face normals instead of averaged ones ). 5. Limit the spread angle to avoid edge artifacts ( usually 162…
yeah, if the highpoly mesh has a base texture on it, and the lowpoly mesh just has some good UV-coords, then somehow the raycaster samples the pixel colour on the highpoly and bakes that down to the lowpoly UVs, with or without the ambient occlusion (could be an option - fullbright, or with AO). kinda like what 3dsmax7/8…
another problem when you set the resulting bake images to smaller then 128 pixel, you can bake within xnormal but these settings wont load with the xml file. bug procedure open a setting set the texturesize of the rendered maps to smaller then 128, like 32 x 32 save settings load these settings the texture size switches…
Two methods: 1. Work with a transparent background. Perform the dilation. 2. Flatten the image. Go to channels. Make RGB+Alpha visible. Select RGB+Alpha. Perform dilation. Note: If your background is not transparent, you must flatten the image or you won't be able to select the RGB+Alpha. The alpha channel controls which…
You suddenly discovered my top-right rasterizer's filling convention :poly121: This is DX9's top-left one, an interesting read: http://msdn.microsoft.com/en-us/library/windows/desktop/bb147314%28v=vs.85%29.aspx#Triangle_Rasterization_Rules When you render two adjacent triangles with DX9, the top-left borders of each…
[ QUOTE ] this might just be me, and the project i am working on, i can just see some type of batch texture loading to be useful. [/ QUOTE ] Ok I understand now. Would be enough to add a "load mesh folder" option? All the models located in a folder will be added to the list with the corresponding base bake texture . Is…
[ QUOTE ] Is it possible for batch render to isolate/mask the current object in the list from the rest? That way intersecting objects don't get rendered as it's going down the list. [/ QUOTE ] Atm nope. Batch render starts at top on the list and continues to down overwritting the normal map. You need to set your UV's in a…
[ QUOTE ] 150 samples min and max [/ QUOTE ] That's a lot . Have you tryed with 20 samples per pixel and without AA? About the abort thing I am solving it as somebody mentioned before and adjusting better the progress bar increments. Te 3.12.0 will bring two new tools: Cone map tool for ultra-realistic parallax mapping and…