apparently it happens when i add floating geometry. xnormal version: 3.10.4.20398 Beta 1 graphicscard: http://bbox.sylorn.com/random/gfxc.jpg rest of the info you need: http://bbox.sylorn.com/random/cpuz.htm xnormal_debug.txt: Sun Feb 11 00:58:02 2007 Trying to allocate 0.264 Mb in virtual memory for highpoly…
http://www.polycount.com/forum/showthread.php?t=74848&page=11 Scoll to about midpoint of the page. Its for ansiotropy direction. Which is how subpixel fibers affect the overall specual direction. Very apparent on hair, brushed steel and cds. Its what causes the stretched out highlights.
Hey jogshy, I was wondering why you haven't compiled your latest sbm exporter for 3ds max 2011 or even lower versions - there are still quite a couple of '11 licenses floating around at here at our office ;-) Of course you probably have your reasons, so this isn't a complaint really.
[ QUOTE ] xnormal version: 3.10.4.20398 Beta 1 [/ QUOTE ] Huh... you are using an unstable beta version... and really old(years old one)! So is normal you are getting problems . I recommend you to use the latest non-beta one... like the 3.14.2. [ QUOTE ] Sun Feb 11 00:58:02 2007 [/ QUOTE ] I think you mean 2008
[ QUOTE ] noticed another problem at least within vista where the gui is broken slightly. Everything works except things being offset. [/ QUOTE ] Usually that happens if: 1) You have more than 3Gb RAM without the /3G /userva option in the boot.ini 2) Defective video drivers ( which ForceWare are you using? ) 3) The damm…
Fixed it! Always good to have friends that know programming... Go to .../xNormalLocation/ui/ and open up controls.lua with your editor Delete everything in it and paste this: --[[ xNormal UI generic controls (c) 2005-2015, S.Orgaz.--]]dofile ( xn_get_ui_path() .. "utils.lua" )dofile ( xn_get_ui_path() .. "input.lua" )--…
I thought I would post this here as well, b/c it seems that a lot of people are having problems with the xNormal and Maya pipeline. If this still doesn't help, I can cap a video later:) I almost have the low poly version of my gun done. Along the way I experienced some problems with baking maps from xNormal. This was a…