Hmmmm.... maybe it's because when you enable that option, as the normal map enables the DX viewport shader, DX9 computes the tangents... Let me make some investigations.
[ QUOTE ] EQ, i think you need to turn off Enable weighting in the AO settings, for some reason when this on you get a very washed out map, with it turned off you get what you would consider a standard AO map. [/ QUOTE ] Yep, can be that too. Also sure you use a "bright" 1.0 if you enable weighing and near 2.0 if not.
I tried to load another high poly mesh to normal map and I still get a "Out of virtual RAM memory" error if I have a Dilation Filter enabled. I had three loaded with a setting of 5. I tried just enabling one of the filters, with the padding still set to 5, and I get the error. If I disable all 3 dilation filters, it works.…
On the lowpoly section enable the use cage option, this makes xnormal do averaged projections, and if your low poly intersects with the high alot, you may actually have to make a cage to bake this down.
If you use 3dsmax you can put a Projection modifier on the top of the stack and export as .SBM with the "Export cage" option enabled. that will use an averaged cage. If you use external cages or the xN cage editor, enter the 3D viewer. Enabled show cage->edit cage. Select some vertices(or all) and press "weld" to average…
Why in xNormal 3.17 I don't have Antialiasing threshold, Ambient Occlusion adaptive threshold, adaptive interval or enable weighting options? I read about this in tutorial: http://donaldphan.com/tutorials/xnormal/xnormal_occ.html
cheers jogshy ! I always use the same lowpoly & cage files between assets, and it's great to have the option to enable/disable cage in one click rather than resetting and than browsing for the cage again :)
oXY, there is an UV seam there, clearly: You can see it via these tricks: 1. Assign a random VDM/normal map file(any pow2 texture file will work). Enable the "show vector displacement map's seams". UV seams are marked in red. or 2. In 3dsmax, mark the conflictive faces. Then, place an UVW Unwrap modifier with the all the…
I found the problem. I finally started getting detail after I unchecked both "Enable weighting" and "Limit ray distance". Phew, had to render it out a couple dozen times to figure it out, though. :\