I didn't know this actually. :) How is it enabled in xNormal? Ahh right, I see what you mean. I have always viewed these a totally separate ray casting methods, so I can see what you are getting at now. Blender uses Distance and Bias settings with numerical input in which you set the maximum distance from the active object…
As I understand it, if you've got a UV seam it costs nothing to also make that a hard edge. I've never really understood the bevel workflow, so hopefully you can help me out with this. When you put in a single segment bevel, you end up with the normals still smooth over the whole surface, which the normal map then has to…
If you see waviness and baked your asset properly, that is the correct interpretation. Can't stress enough that waviness is not an error or artifact, it is a natural representation of what you baked. If you don't want waviness you have to author your assets with that in mind. An 8 sided high poly cylinder with rounded tops…
What are you baking in? It's true in all cases as long as the cage isn't split. Any time you are using a proper averaged cage the vertices of said cage set to all smooth (no double verts) so there are no gaps in the projection & you add loops to control that projection in order to stop skewing. If adding geometry didn't…
EarthQuake, ty for trying to understand me :poly142: I understand what you mean with your post. Altough I get a bit confused about your use of the term "Averaged", since you are talking about the Cage and it's normals have no account in the baking process. I guess you mean Welded, which will average the projection on the…
Right, it is of course implementation specific, and I'm still not sure why XN does it in this way, as I've actually brought up the issue with Santiago on a few occasions. Like in maya, you just select from a dropdown list which implementation you want to use. I just try to stick with how people commonly refer to this…
Ah! That makes sense. Because the tangent space normal map relies on the vertex normals and therefore I should not delete any geometry. But I can do it for world or object space normal maps, because both of it are not relative but use an absolute space and doesn't care for the vertex normals. Right? Thank you, ZacD!…
Okay, I read through this entire thread, I am a noob, and a lot of it kinda confused me as well as I didn't understand a few things. By hard edge, this means two smoothing groups, correct? On say a 90 degree angle. 2. I am really struggling with this bake: I have been at it for hours and tried everything I can think, it…
Of interest to most who will read this thread, I wrote an extensive tutorial that covers this topic and many other common baking issues. It's geared towards baking in Toolbag, but most of the Basics and Best Results sections apply universally. Check it out on the Marmoset site:…
Ok, some examples. First off we look at what happens when we have a smaller, closest matching, and larger lowpoly model. A. On the smaller example, we see that the edges start to project quite a bit up the side of the cylinder, this looks worst from the side view, and looks strange from the end as well. B. On the "closest"…