[ QUOTE ] You know i just noticed that the pixel dialation only works on the normals map, it should be applied to all the maps that get rendered. [/ QUOTE ] Well, I tryed with the xN example an these are the results: Dilate 2 pixels : Dilate 64 pixels: What you mean by "all maps"? Can you post an image showing the problem…
[ QUOTE ] i just wanted to ask you if you could make the cavity map a tad better [/ QUOTE ] Yep, the problem is the lack of technical information on cavity generation. For example, there is a lot of info about blur or convolution kernels but there is no source code, articles, equations or serious programming info about the…
Don't worry about that, it's perfectly normal. It's the "dilation filter"(aka edge padding) which is used to avoid artifacts near the UV seams and mipmaping. You can disable it to see how beneficial is: set the edge padding to 0... and you'll notice some black lines to appear when you move the object some distance to the…
Hey Jog! I've been trying out the app and like the many options I am seeing! However... I got that error when I try to load the demonhead example file, and got the same when loading one of my own objs with nmap on : Any idea? I'm on a GF4Ti4200, XP, no service pack, 1Ghz AMD. (don't laugh!) As for suggestions, I would love…
heres an example, some bump detail i added to this normal in photoshop, on the top of the gun where the normals is all green it dosent seem to be overlaying in a way thats "correct" you can see some bump detail in game but i'm pretty sure its not being done properly. I circled those ares, you may have to zoom in to see.…
What do you mean explode seperate mesh chunks? For example, I have a lot of characters that need to be continuous, lets say something like a army solider which has alot of straps etc... If I tried to just use xnormal the raytrace wouldnt work cause there are too many distances to consider projecting a small part onto the…
MoP said: [ QUOTE ] I just thought ... maybe a little button somewhere (or a keyboard shortcut maybe) to "Hide UI" in the 3d viewer would be nice, because in windowed mode a lot of the text and stuff covers the screen where the model is [/ QUOTE ] MoP, Try >> F1 << See the bottom-right text inside the 3D viewer ( yes must…
xNormal 3.8.0 is out Implemented the the "bake highpoly base texture on the lowpoly model", re-enabled the COLLADA importer, added two new amazing examples, fixed tons of bugs(also i'm sure tons of new bugs were added ), improved 3x the speed in the 3D viewer drawing the highpoly model, implemented a new virtual memory…
That error occurs due to 1) You have not marked as "visible" the meshes. Go to highpoly / lowpoly tab and sure the "visible" checkbox is checked ( it is by default tho ) 2) You are trying to view a void file. For example, the file contains cameras, lights, etc... but no geometry at all. Notice too some programs that use…
also santi please include images to what the diferences are for each type of ao baking please :S maybe do that for every effect, you render a normal map out of a random model part that allows to show something, then you in the normal map generation for example put an image of it in tangent and object space, in the ao…