I have a geforce 7600, and the 3d viewer used to work fine for me. I really dont actually use it for anything anymore(use our ingame previewer) but i wanted to just check it to see if the models were even rendering right there.... and it just displays nothing, anyone else have this problem?
nice jogshy ! ths will be a weird request , bt maybe could you make the cage projection to be chosen in the normal map part ? withou having to launch the realtime iewer ? that woul be perfect , more or less make it like 3ds max ,it might be hard thou P.S - i will translate it to portuguese if you want
I'm not sure. I think the 3.16.13 uses averaged cages by default. Do a simple test: export a hard-edged mesh into a SBM file with the "Export cage" UNchecked ( well, or from Maya where that option is not present... or use a .OBJ ). Enter the xNormal 3D viewer and extrude the cage. See if the cage breaks.
The more I use this program the more I love it. Idea - Would it be possible to have a camera auto center on the models? So that when you have it do the rotation in the 3d view it auto rotates perfectly around the center of the model no matter how you rotate the camera or dolly it in and out? Just an idea.
[ QUOTE ] Nice work as usual Jogshy! One sort of bug in the 3d viewer; when I'm in windowed mode, if I ALT-TAB out my cursor remains in the boundary of of the window, not allowing me to go outside of it. [/ QUOTE ] Ooooopz, true! I need to tell the program to unlock the mouse rect if it lost the focus.
[ QUOTE ] In 3ds max, you can get the lowpoly model and with the normal map you can bake ambient oclusion from the highpoly detail , its not as accurate as the highpoly source but its pretty good , do you think you could implement that option in xnormal ? [/ QUOTE ] You broke one of the surprises of the 3.11.0!
I don't mean to be a dick but it's still a bit fiddly to use the 3d editor. Do you think in future versions there can be a tool to do this in the list of source meshes, or somewhere like that? although i guess with your new interface the mesh will always show so it wont be as much time waiting for the viewer to start
The xn3 UI grow without any control. The 3D viewer was initially designed just to preview to normal maps in a model... but had to be patched.. .and patched... and patched... and patched... and patched again... and again... until it converted into a monster very hard to manage and use. xn4 will include vertex/cage/models…
Mongrel, here is my result with some tweaking: My settings: I imported your OBJ. Entered the 3D viewer. Adjusted the cage and saved it as a SBM. Reassigned the meshes and rendered with those settings. So I bet the problem was just the adaptive AA, the bias and the attenuation ( notice I set the linear atten to zero ). Hope…
For the 3.14.1 I'm adding: 1. Automatic height min/max distance using the cages or uniform ray distances ( done ) 2. An indicator inside the 3D viewer to show the maximum cage extrussion ( done ) 3. Solve bugs from 3.14.0 ( done? ) 4. The Dx10 graphics driver with improved effects ( almost done , blame M$ )