@ Firestormxl , that artifacts usually happens when you try to use a tangent space normal map using an object-space shader or viceversa. Use a cage :p Just sure it covers completely the HP mesh ... and play a bit with the poles to avoid the typical wobbling effect on cylinders.
Guys i search so much hours for one answer. I seprate my objects (3 high and 3 low mesh - no contact) to create clean normal maps but xnormal still catch rays from the other mesh in the list. I check batch. - no different.
It seems like with the raycasters you could bake things other than normals into a low poly object. Like, say, any texture? So could you bake diffuse textures from a high to low poly? Because that is Teh Future. Have you thought about doing this?
Exporting cages in the newest version of Xnormal look funny when reimported into max. Creating edges bigger than 1 or 2 create funny looking artifacts on the normal maps when objects have close geo, <- is that more of a cage problem??? nevermind spoke too soon, uhg. :)
Yeah that really does suck, i get that quite a lot when im doing buildings and rendering out individual pieces that arent centered. Even if something is just slightly offcenter it gets pretty annoying, maybe you could auto center to the object instead of the world origin?
superdroso , for complex shapes I recommend to use cages. For simpler objects like boxes, walls, etc... the uniform ray distance method usually just works. The latest xN version ( 3.19.2 ) has some problems with Maxwell/Pascal-based cards. We'll fix that soon with the 3.19.3.
Okay, getting closer: I found I can bake an Object Space normal map just fine. Even if I take that map and use xNormal's converter tool, however, I get the weird normal map. Any ideas? I feel like I'm messing up something really simple/obvious. Edit: Just for kicks, I tried converting the Object Space map one more time,…
3D objects, yep. Yep hehe.. the scene was aimed for the realtime ray tracing driver. Nope. It's realtime photon mapping from the DX10 renderer. Yep, the "ground texture" is really the grid... and it's light-matte by default. ps: An update... Btw, the next week i'm gonna upload the RC1 with a lot of changes
I am getting an issue everytime I try and make a cage in Maya for my object. I duplicate my LP and then selecte faces, extrude outward. Some have open holes so I delete the extra faces created. They have the exact same tri count, vert count, face count and so forth. It seems if I use extrude in Maya I am unable to use that…
This is probably going to sound like contradiction from my last post lol but the same error crops up everytime... Everything has been checked; The cage has the same no of verts, edges, poly's and smooth groups as low poly. All the meshes have been x-formed, stack collapsed with all sub objects types deselected. Pivots…