The 3.17.0 B1 is released. For the Beta 1 I'll add some Optix-accelerated ray tracing things :) Btw... anybody wanna send me a ZB3.5 Polypainted(MRGB/RGB vertex colors) model to add to the xNormal's examples, pls?
That option exists because people who export a Zbrush high poly mesh with polypaint colors UNcheck that box when they want to bake vertex colors. At least that's what I use it for - maybe it has other uses too, lol
Oxy, that happens usually if you move some vertex in the cage. If you extrude it won't affect the map... but if you move a vertex a distorsion can appear ( remember the cage not only controls the ray distance but also the ray direction -> see poop's normal map cages tutorial, specially the cylinder example ). To be sure:…
Jogshy: Cage geometry is essentially an inflated version of your low-poly mesh where the difference in depth between the cage and the low is your ray-cast distance. This allows the user to define on a per polygon(or vertex?) level the ray-cast distance.
The SBM exporter for Maya needs the vertex colors in range [0,1], yep. Btw, I'm delaying the 3.17.3 Beta 3 on purpose because I'm waiting a NDA to expire to HW-accelerate ray tracing... you'll see why soon :poly124:
Hmmm I think I could make the cage continous yep. Max uses averaged vertex normal as cage's extrussion direction. The question is... what should I use? If I respect the lowpoly's normal ( as it's doing currently ), the cage will be non-continuous.
Even if you subdivide the mesh one or two times or you use the Simple AO calculator to compute the pvao and then interpolate it per-texel? The white stuff is due to the incorrect self-occlusion with the vertex normals. I'm afraid there's no easy solution for that... if the vertex normals are used then you get smooth ao but…
average normals has no effect and my UV's and vertex normals are welded. here is the wire render: everything is ok with my mesh. i am only getting this error on the 3.16.0 of xNormal, previous vertions and other tools (maya/max) gives proper result.
Are you using the "Smooth normals" option or using the vertex normals exported? Can you send me those models to do some test pls MoP? I think can be one of these things: 1) I touched the tangent basis computation in the last version so problably a mistake broke something 2) Some exporters are REALLY bad ( 3dsmax2obj vertex…
Btw, I'm preparing a SBM mesh importer for 3dsmax so you could import cage, ambient occlusion as vertex-colors, etc... Also adding 3dsmax 2009 support... btw, the new gw:OBJ exporter included in max2009 is much better than the old max2obj !