Yep. Actually I found other bug: if you render an AO map and the highpoy mesh has vertex color the output will be the vertex colors, even if you check in the "Ignore vertex-colors" option. Bugs are funny!
I don't know how you'd get vertex colours into Max, but I do know that Max will export vertex colour with the .fbx file format, at least with a vertex paint modifier applied. I've used this to bake ID masks out of Xnormal at work, seems to work pretty well.
And also to import/export vertex colors, aye.... But it will import/export SBM files only. I'll also write a OBJ exporter(this one for xNormal) to export the vertex colors ( "vc" elements ).
Hmm you object seems to have the UVs well welded... Can you post the same using the checked pattern too pls? I notice those seams are in the triangle edges... Perhaps is some kind of math problem problem then, will look it. Are you using the antialiasing option btw? And other question... does maya/xsi/3dsmax generate well…
Play with the "Ignore per-vertex colors" option in the corresponding highpoly mesh's slot. If a mesh has vertex colors exported and you don't check that option the AO will use the vertexColor.r component ( which is the same the Simple AO tool uses ). Checking the "Ignore per-vertex colors" forces xNormal to re-compute the…
Caravaggio, can you post a screenshot of your lowpoly and highpoly model pls? I suspect is another mess with the Maya/3dsmax .OBJ exporter... I've seen tons of normal problems exporting with max2obj and other 3rd-party OBJ exporters. I put an example in the xN docs showing all this. Try to export the column in other format…
do you have some sort of "original vertex id" list ? that way one could map old vertex attributes (which are not in the .obj) to new generated vertices by you. (useful for the skinned stuff that Jesse mentioned)
Some progress on the per-vertex-ao: Added the feature to bake per-vertex-ao: so now you can bake it using the GPU AO tool to an image or to vertex colors. The 3d viewer was adapted to display per-vertex AO ( in highpoly and also lowpoly models ) And the best part... baked per-vertex-ao from the GPU tool can be used to…
I have a question about baking vertex color. I will explain my process. I am using Faogen to bake the vertex color onto a high rez model. I export from Faogen (after I get the vertex AO bake) as an obj and import that into Xnormal. From there I make sure I uncheck Ignore per- vertex color under the high poly options in…