Hmm you object seems to have the UVs well welded... Can you post the same using the checked pattern too pls? I notice those seams are in the triangle edges... Perhaps is some kind of math problem problem then, will look it. Are you using the antialiasing option btw? And other question... does maya/xsi/3dsmax generate well…
Your settings are fine ( although I won't pass 0.01 for bias... 0.1 is a lot! ). I see you render the AO per-vertex... how do you render then the image above? Rendering it in xNormal and UNchecking the "ignoring per-vertex AO" option on the highpoly mesh? In affirmative case, sure you set well the minAA/maxAA/AAThreshold (…
Mesh loading is much improve, sooo much faster. Tho i havent tested it on really dense meshes(only 1m tris) im sure it will help a lot. Now i dont have to spend the time importing and exporting from modo. 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…
2x= 4x slower. 4x is 16x slower. A trick that can help: disable the tile notification. you'll get some seconds if the tiles aren't written to the preview window. Also, play a bit with the tile size. Usually 32x32 or 64x64 are ok... but perhaps de 16x16 or the 128x128 can give you better results ( it depends on the CPU's…
Zoom out to where you would see this in game. Can you still see the seam? Even with best case circumstances, you may still get seams. This looks like there is a slight pixel difference where the seam is on the normal map. This is caused, most likely, because your two uv islands are at odd angles compared to the next. After…
I'm afraid to get the desired result you must collapse both cubes into an object and solve the T-junctions. If not, the cage projection will overlap causing a lot of artifacts. Speaking visually, do this: Btw, If you don't extrude the cage, it won't work ( I use a small epsilon value to avoid self hits ). I'm not…
Jogshy, I have varified the issue of the white lines are due to the cage projection. Your program bakes between objects, but not an object by itself which was why I asked this at first. The cubes are 2 seperate meshes, and I've made them intersect on purpose. You'll always have meshes intersecting with each other, unlike…
I noticed importing the mesh dosent use both threads on my cpu, i dont have any idea if its posible to use both cores but it would be nice when loading very large meshs. I've exported some very dense meshes from mudbox recently and it seems to take FOREVER to import(up to an hour) because it has to calculate vertex…
> xn suports cone/parallax mapping. Not sure what's an horizon map A horizon map calculates horizon visibility from a pixel in a multitude of directions, it's basically a huge look-up texture. It eats up a lot of ram, which is why it's not used much. But it's perfect for casting well defined shadows from pronounced…
I haven used it for quiet a while but as I recall you just set "interactive" and get special widows where you can check in " Debug min/max" clamping checkbox to see what pixels be clipped i.e. stay above 1 (blue) or below zero (red) in output "normalized" to 0-1 range image and 2 slider to do this "normalizing" i.e.…