Pls, don't use the 3.15.0... it had a very bad bug with the normal compression. If you saved any model using it, pls re-export the model using the 3.15.2... then the render should be fine. I could use some models to debug though, just in case that the problem is not solved re-exporting. Currently I cannot reproduce that…
[ QUOTE ] I loaded up the smiley example, it reset some settings and rendered ao fine I set up my old high and low models again and this time around they rendered fine. So I guess there was some setting somewhere that the program didn't like. Anyway, just so you know. [/ QUOTE ] Well, feel free to save and send me your XML…
Although the xNormal's SBM can export the Maya's tangent basis, that's only a 50% of the equation. The other 50% is the pixel shader's tangent transformation. I'm not sure which one uses Maya, xNormal uses this one in DX9c: half3 n = tex2D(NormalTexSampler,uv)*2.0h - 1.0h;const half3x3 l_mTB = { normalize(inTang),…
Well, it's hard to tell you a solution if you hide the interesting options with the preview window on the screenshots :poly120: Use padding 16 better... 2 is too low for a 1024x1024 image. With 16 you will avoid mipmapping artifacts for a 2048x2048 map... Don't worry about the pixel "flooding" unless you need a very very…
[ QUOTE ] To use dual-core to import won't be a good idea I think... because you will gain CPU performance but you will loose it because the hard disk head have to jump from a portion of the file to another. Also probably will have to lock/sync too many times the vertex lists so will get too much thread deadlocks. Have to…
Hey nice MoP! Yep yep, I am using a little crappy shader atm for the glow ( and very low resolution.. 128x128 texture ). In the next version I will let you control the pixel range extent and the posteffect texture size for more control. In theory, the specular texture uses RGB for specular modulation ( you can use too the…
neigan: Bear in mind that since tangent-space normal maps take into account UV seams as part of the tangent basis, there's no reason why the "colours" (as you show in your last image, normalmap applied as a diffuse) should match up on either side of the seam. In fact, more often than not they must be different in order to…
[ QUOTE ] the only issue i have is with the cavity mapping tool, became too confusing and takes along time to generate anything [/ QUOTE ] The EPD method is the fastest. For the Min,max,avg,spd try to reduce the search radius from 8 pixels to 3/4. (Min/Max are strange, use avg/spd usually ). If you have a lowpoly mesh + a…
I have been having problems with bleeding around my uv islands and came across xnormal dilation filter as a potential solution. I have done a test texture but am unsure whether the result I am seeing is normal/ desired. Below is the image. http://flic.kr/p/bsbPJN (sorry about the link, my images aren't embedding) At number…
[ QUOTE ] I'm getting a virtual memory error if i try and render 4096x4096(No AA) telling me i'm out of disk space even tho i have 1.6 gigs free on C:/ [/ QUOTE ] Each pixel in the "maps" occupies: nx,ny,nz -> 3 floats ->12 bytes ao -> 1 float -> 4 bytes displacement -> 1 float -> 4 bytes r, g, b, a for base-texture…