128-256 rays is preview quality really. Put that to 1024-2048 with 4AA for production quality. And spread agle==140 seems too much. 160 is fine. Use the cosine distribution. To remove banding you can try also to enable the jittering. As MightyPea said, looks like if you exported the lowpoly attached to the highpoly.
the highpoly mesh i want to bake is 450mb the lowpoly only a few kb usermax mem is set to 3gb the pings to agents and to coordinator are perfect 1ms without any losses. firewall is disabled the normalmap seems to complete but as soon as it starts to create the height map the agents drop their task. they get it and…
[ QUOTE ] Good job Only problem I have with the "don't load highpoly meshes" is that it's yet another checkbox I will check, and forget about, and then curse and spit and wonder why the hell things won't work properly. [/ QUOTE ] Yep, perhaps will be better to put a button to toggle all the visibility in the…
hey jogshy , looking polyshed as always, the normal map generates lightning fast !!!! and with AA in max ! the only issue i have is with the cavity mapping tool, became too confusing and takes along time to generate anything going to try the AO from lowpoly with normals now its amazing your commitment for this life saviour
Haha! I think that's a problem with the AO bias. Try to increase it. And sure you aren't using adaptive AO ( set the AO interval to # of rays to disable it ). Have you tried to scale up a bit the mesh btw? And sure the cage is not very close to the lowpoly model. Well, I would need the model and the settings to debug it…
Make sure you scale the lowpoly and highpoly, but if the defaults work for you, might as well use them. Sometimes scaling up is recommended if you have really small meshes which can result in precision errors and xNormal will warn you if that is the case, but even in those situations I have rarely had any issues.
Have you tried the "harden normals" option in the lowpoly list? Did you use a cage or uniform ray distances? Well, usually you need to bevel the hard edges to get good results. Cage on the left image is not set well... it has to cover completely the highpoly model... and I see three spots uncovered by the middle... also…
But sure the models are near (0,0,0). It's VERY important, or the radius for the heights's auto-normalization won't be calculated properly. Remind the object needs to be triangulated(Edit mesh :p) before applying the Projection modifier. The SBM exporter cannot export quad-based cages. Also sure you have checked in the…
Hi J! I have a new suggestion, I don't think it's in there yet : I see that you have an option to bake texture information from the highpoly to the lowpoly as in your flag example. I was wondering if we could have something that just applies random flat color to all the highpoly elements? (An obj containing a head and ten…
I'm trying to bake a cavity map out of xnormal and it is ridiculously slow, like 4 hour bake slow.... Not sure what else to add, I'm baking a character using a lowpoly with an external cage file using the default cavity map settings. Normals baked out quickly without issue. Is this typical? Any ideas on what could be…