I easily rendered a 12 millions tris model with xnormal, and that was before all the memory optimizations and gpu AO, so I guess that's pretty safe now
NanoTurtle: I have a tutorial about blender to xNormal on the cgcookie site. http://cgcookie.com/blender/2013/12/04/baking-normal-maps-blender-xnormal/ There I go over everything also mirror the settings I use when exporting the meshes.
Don't worry about that, it's perfectly normal. It's the "dilation filter"(aka edge padding) which is used to avoid artifacts near the UV seams and mipmaping. You can disable it to see how beneficial is: set the edge padding to 0... and you'll notice some black lines to appear when you move the object some distance to the…
I can. The problem is file size. I haven't checked at what level the problem begins. For a low-poly base object, xnormal has no problem importing the model, e.g. 4,000 polys. It has trouble importing the high poly model. I have checked this on a high poly model of 3 and 12 million polys. I will check the subdivision levels…
[ QUOTE ] - Using PSD file in base texture slot disables shadows, but using bmp does not. [/ QUOTE ] Just thought I'd chime in and say this isn't true on my setup. Shadows work using PSD files as base texture. Saved on Photoshop CS3 using compatibility mode. Not sure what specs are helpful, but I'm running xNormal…
Hey Jogshy, I think I may have come across a bug? I've tested quite a few things to find out if it's just me being silly, but the error keeps happening. Here's a screenshot: You can see the test models I have, just a simple box, 12 triangles, and a similar box with rounded corners and edges. The UV layout with the…
A Tiger 1 Ausf E, the low poly is around 9 million triangulated polies broken into 5 texture maps 4k each. Was baking the LP Hull to HP Zbrushed parts for the hull section at twice the res and then downsizing to get 4x aa. This is not for any game, it's one of those go crazy with polies and push the limits of realism art…
Hi, jogshy First of all I would just like to thank you for creating such an amazing tool. I mean being able to load huge models for bake as hazzlefree and with such speed and ease as this software allows for is just a dream. And now to my question. Now when zbrush 3.5 exports polypaint vertexcolors in their obj format are…
Interesting and definately reassuring to hear that jogshy :) Previously I had been using obj's with 12 decimal point precision but if like .tga there is no data lost in translation then .sbm format will be used exclusively from now on. Thankyou :thumbup: ps: just downloaded and installed the latest update to xnormal…
[ QUOTE ] 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 have 1.6 gigs free on C:/ [/ QUOTE ] Each pixel in the "maps" occupies: nx,ny,nz -> 3 floats ->12 bytes ao -> 1 float -> 4 bytes displacement -> 1 float -> 4 bytes r, g, b, a for base-texture…