Interesting and definately reassuring to hear that jogshy :) Previously I had been using obj's with 12 decimal point precision but if like .tga there is no data lost in translation then .sbm format will be used exclusively from now on. Thankyou :thumbup: ps: just downloaded and installed the latest update to xnormal…
Chai, the problem here is that in max your cage is averaged, but your lowpoly mesh normals are not. Xnormal will use the mesh normals for the cage by default. You can go into the 3d view and manually weld the verts and save the cage, but this is a lot more work to do compared to max or maya(in both apps its a simple option…
The final ( I hope ) 3.10.6 has been released! - New render AO without highpoly feature with normal map support ( specially dedicated to Johny! ) Select your lowpoly model in both the highpoly/lowpoly grid, specify a normal map(optional) and you will get fast and cheap AO approximation ( and remember to use cages to limit…
I know what you mean, Earth. I should make all more intuitive, easy to use and productive. Think that xn3 is the sum of TONS of patches... and it has really become huge and difficult to manage. There is also a lot of confusion about the uniform ray distances, cages, ray blockers and the MatchUV feature. xn3 is a huge mess,…
[ QUOTE ] Is it possible to render AO directly to the Highpoly without projection ? [/ QUOTE ] Yep, in theory if you specify the same mesh file in the lowpoly and highpoly slots you could. The problem is that if you need to use cages with a 4M poly mesh you will have problems...Try to use the uniform ray distances in this…
Thanks, now I see better the problem. ... but I'm afraid that's because I changed the way the AO is computed. For the 3.14.6 I was using the vertex normals ( which is not correct and can cause artifacts near the edges... this is problably why you're getting those white artifacts ). Now I'm using the face normals instead (…
So i've been meaning to bring this up for a while. I'de like to open the discussion back up on averaging the cage normals, as a feature got implemented(which was cool) but it is a much much slower way of doing the same thing in max or maya. So first off, lets go over what it takes to get an "averaged" projection cage in…
[ QUOTE ] - How about different speeds for the rotations of ReelC and ReelL? Not vital, but would be nice. [/ QUOTE ] Easy [ QUOTE ] - A turntable recording function would be nice, capable of both exporting it as individual images for composing in After Effects/Premiere/etc, and for example an uncompressed AVI. [/ QUOTE ]…