[ QUOTE ] Oh my bad, I thought that's what the Pixel Padding was. Haha - so I guess I can leave that at 2 then and use the dilation. :P I'm sorry, I definitely misunderstood. Some people use the terms interchangeably, so I thought that was the case here. Turns out, you were using them correctly. [/ QUOTE ] Hehehheh it…
[ QUOTE ] hey jogshy , this might sound a tad weird, but could you provide a link for an old version of xnormal ? [/ QUOTE ] I have only the 3.10.4 and 3.10.5. Gonna upload the 3.10.5 to a public sharing host and tell you the link. [ QUOTE ] xnormal object space are diferent from 3ds max , maybe they are worldspace dunno…
Ok, I understand now. Thanks for the in-depth explanation. The latest xN version use welding by default. You just need to perform a very similar thing to you're doing in Maya: enter the 3D viewer, extrude the cage with the "global cage extrussion" slider until it covers the highpoly model, hit save meshes and answer "yes"…
Material-id baking process in xNormal 32-bit a'la 3dsMax: I'm not sure if the 64-bit version is capable of this process. . . :DD just kidding. 1. Its a good idea to UV your hipolys and texture them and also sculpt them in Zbrush so they have good geometric detail and a texture. Separate hipoly Subtools by material. 2. Bake…
[ QUOTE ] It won't let me generate non-square textures. What happens if I try is either it allocates the dimensions I give, but only uses a portion of the map to in effect render out a square map, or it crashes when starting the normal map generation. [/ QUOTE ] Ouch, you're right, gonna solve that for the final version!…
The CUDA memory required needs to be split into two components: 1. Node pool. It's used for the spatial acceleration structure. Usually 16/32Mb should be enough for a 4M poly mesh. 2. Triangles. The mesh itself. Each triangle occupies 48 bytes. A 4M poly mesh will occupy around 192Mb. If you set 450Mb for the nodes(that's…
[ QUOTE ] I was hoping to import a high poly model and apply a bump map to it in xNormal, and have the final result used to bake the normal map. Is this possible? I had a look in the documents and the fine detail map seemed to just be a map that is placed over the normal map and blended in, not actually applied to the high…
Hey people. I hope this issue hasn't been answered a 100 times. I searched this thread and the forum in general but did not find any usefull information to 32 bit normalmaps, which I guess are a large part of my problem. I'm expeirencing some issue with the new toolbag, although I have to admit I have encountered such…
Okie, I am preparing a v3.2.1 mwahahah! Will add that multimonitor button and the windowed thing, no problem. About the AO: 1)AO speed is a pain, aye. Think I have to cast 256x more rays than normal mapping. That's a lot. The fast values are from 24 to 100. For quality 100-500. For film 1000+. xNormal atm is 0.000000%…
[ QUOTE ] The glow effect, some shadows, cubemap diffuse lighting and a new "parallax bump" effect will be added in the v3.5.0 [/ QUOTE ] Waoahahhaa! I can't wait! Also I really like the Cages stuff you added! Very fast and easy to use... although here I don't seem to be able to select individual vertices? Is that because…