Which version of xNormal are you both using? It's uncheced as defualt in the most recent versions but you might want to check that the "Shortest diagonal first" option is unchecked in Plugins> Triangulators> Default Triangulator> Configure> Shortest diagonal first This can cause the topology to change on the meshes by…
Yes, I was also getting that problem with multiple high-poly meshes when trying to render a normal map. Also would it be possible to change the default model loading format to the last one that the user chose? I keep my models in .OBJ format but the model loader always defaults to the type at the top of the list, so I have…
Unless you can set up a cage in one click, the above statement still applies. =) I would still say that this is accurate, if the same workflow to create and save cages remains. By default the cage may be averaged, but using a cage is far from default behavior for the app. So, by default you get the same broken edges from…
Hey guys. Another guy with an issue about making CAGES! So like other I get this message when I try to bake with my cage "Invalid function parameter 'cage' : The cage mesh Default inside D: \Documents\cage.obj has at face 0 a vertex index that doesn't match the correspondent one for mesh Default inside the file D:…
[ QUOTE ] So far it (with the smiley face of next-genishness) hangs on waiting completion. [/ QUOTE ] "Waiting completion"? That happens if you use the hxGrid distributed rendering without enabling the coordinator/agent. Are you using the hxGrid distributed renderer or the Default Scanline one? If you use the distributed…
I just checked 3.17.0 Beta 5(what i happen to have installed here) The default rendering method using xn will render broken edges. Using a cage is an entirely different process and can not be considered the "default behavior" as it requires a different workflow to use. In comparison, load up maya, go to transfer maps, add…
Hey all, I have a very aggravating issue happening with xNormal. I suspect I have been struggling with it for many months, but have finally narrowed it down and can reproduce it 100%. It has nothing to do with asset-setup or workflow... I'm simply getting consistently-inconsistent results from xNormal using the exact same…
Have you tried the "Invert diagonal" option in the Default Triangulator's options? xNormal -- Plugin Manager ( the yellow plug icon near the close button ) -- Default Triangulator -- Configure
16 bits by default and .tiff u can see the waves in maya, marmoset toolbag2 and so on. The matter is in the normal map. But what's wrong? even when all options by default.
It's done by default. The default TBC takes care about the area of the triangles to weight the calculations. If you need more control I suggest to use the xNormal C++ SDK ( you'll need a programmer tho )