xNormal 3.8.0 is out Implemented the the "bake highpoly base texture on the lowpoly model", re-enabled the COLLADA importer, added two new amazing examples, fixed tons of bugs(also i'm sure tons of new bugs were added ), improved 3x the speed in the 3D viewer drawing the highpoly model, implemented a new virtual memory…
right, here is a better shot. I am just checking "smooth normals" is this not a desirable way of doing things? I'm sure it has something to do with it, but have seen countless examples of the same stuff that do work. Example 2
http://www.vrtainment.com/vrtainment_web/projects/downloads.htm There's a free video capture tool for download there, I don't know how good it is though. I used to use a different one but I can't seem to find it anymore If you want a quick testing cubemap, you could just apply a Gaussian Blur filter with a high value, on…
Hi folks, sorry for my bad english, i just join this forum i read every day, such a shame I read this thread carefully, but i just have no clue and tested around for ambient occlusion. Since maya lack in baking ao, i tried xNormal for the job. I only got a low res model which i want to bake. As far as i get it i need also…
Notice the height is normalized using the maximum cage or uniform ray distance. You need to place the cage as close to the highpoly model you can ( see the smiley example ). Do you have assigned a heightmap to the fine detail? Are you using the "jitter" option in the AO/cavity? Do the xNormal examples render ok? Well, I…
OK! Just uploaded the version 3.6.0 BETA 1... I decided to put a small beta 1 before to release the final version because touched too much code and I'm pretty sure any ugly error will appear Changes include a complete C++ SDK with documentation, a new and improved antialiasing method that consumes 8x less memory and is…
[ QUOTE ] Hey Im using xnormal for the first time today and Im finding it a bit difficult. [/ QUOTE ] Well, xNormal has many features and can be a little confusing at the start. Take a quick look ( just a quick one ) at the documentation, tutorials and examples. Once you do that just try to bake your first normal map. A…
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…
Okie! I have the base projective texture thing working. Thx torncanvas for the internal test model(im not allowed to use it publically as example because is a model of their unfinished game). Now I am looking for some example to include in in the program to show this feature... any volunteer please?