xNormal includes batch rendering from the console: 1. Open a DOS console. 2. Put this: xNormal.exe -? But it's currently limited to the simple AO tool and map rendering.
xNormal 4 was going to have a new GUI, though it might have changed from the vids posted. [ame]http://www.youtube.com/watch?v=lSdEMzLhJTI&playnext=1[/ame]
I have also been confused by the whole smoothing group thing and have been told by several people 1 smoothing group would work, all the assets I have baked so far using 1 group using the correct tangent space in marmoset, most worked but im not sure if this is the correct way from what you guys are saying :D here is an…
Do this if you have problems: 1. Delete manually all the xNormal_3dsmax2k9_sbm_mesh_****** files from the 3dsmax\stdplugs folder. 2. Copy the plugin you need from the xNormal\x86\3dsmax_plugins ( if you use x86 ) or xNormal\x64\3dsmax_plugins ( if you use x64 ) to the 3dsmax\stdplug folder.
I've got a mesh from mudbox(~1 million faces) thats crashing on "removing illegal geometry" Any idea why? I've opened it up in another program and exported again(obj) and still the same crash.
WOW they both look great. I can't wait to get my hands on those. The contest ends April 7th and I am going to use Xnormal for my final Side question. I want to add more than 1 light for my scene. A darker moonlight and a light coming from a lantern. Any suggestions? I really want shadows from both.
Just a note, its pretty standard to put our mirrored/instanced peices out of the 0-1 range when rendering, so we dont get any errors from the same thing rendering over something else. Will this still work with this new change?
For the 3.14.1 I'm adding: 1. Automatic height min/max distance using the cages or uniform ray distances ( done ) 2. An indicator inside the 3D viewer to show the maximum cage extrussion ( done ) 3. Solve bugs from 3.14.0 ( done? ) 4. The Dx10 graphics driver with improved effects ( almost done , blame M$ )