Hi guys, Diogo here: What I was suggesting more specifically was a universal Object Space to Tangent Space converter tool. It would accept the mesh (xyz + uv), a normal map in OS and custom (scriptable, or imported) tangent basis (with a few presets). The output would be a TS normal map in whatever basis your pipeline…
What i'm saying is that, if he's converting to the max "realtime" result, but displaying it in the scanline renderer, its going to look wrong, and the default max TS bake is going to look right, which is what his image seems to represent. Which makes sense, as the tool isnt here to improve the quality in the offline…
Hmm, this is a good point. So basically, to fix the "problem", everything should really use the high quality tangent derivation that Max's renderer uses, I guess?
Yes, if "Show Hardware map in Viewport" is the "correct" way. Is it? I would think FX shaders would instead be the gold standard. Although there is the whole mess of Max FX syntax vs. the FX syntax everyone else uses... I think it's still in flux Brad. Anyhow I think the whole point is to get normal maps out of Max and…
an image showing the same as joe, but in max and with the adition of a max generated normal map. So yeah , so far i barely have to add any supporting edges for shading when dealing with maya bake, and when i do i just use the uvw splits as hard edges ( not adding vertex count since theres already a split there ) and its…
Mop I find it odd that you are posting this now, I thought you used to be a Max user then had to go to Maya. I'm wondering if this happened in older versions of Max or is it an upgrade that came with 2010. I mean they did change how you could shift drag things to extrude edges, so maybe they thought it was a good idea to…
It looks almost perfect and way better than what we have at the moment. It seems that max feeds bad and different tangents everywhere. The scanline bug is very strange.
This mesh isnt a good example of using hard edges, but yes in general even using hard edges in maya vs max, you'll still get better overall results in maya. I posted an image earlier in thread show an example in max with hard edges etc that still had obvious errors. However you can clearly see bad shading, seams etc on…
well actually the normal maps, max tangent + nspace tangent, should match or? Which they don't do now. I thought the purpose of the tool was being able to translate into another tangentspace of the app you don't use/have. And to say benefit from speed-ups in xnormal or whatnot. So you can take any baking tool you want, and…
I always thought this was just because you needed more geo on the low poly to make it bake without artefacts. I never thought of it as a max specific issue. Does this mean that you could bake a low poly box with no bevels and only 1 smooth group and it would look ok if you baked it in maya? I have tried this max and the…