rollin: Thanks! Yeah for some reason when I run the .exe and get the command prompt, as soon as I type anything it closes. But I am able to open note pad paste the appropriate code (looking at the "usage.txt" file explains the code) and save as .bat. So I can in-turn click on the .bat file and convert properly. It would be…
Hi We're finalizing presentation and documentation. Here's a few notes for now: -The Quality solution does not require new bakes. Any previous max bakes will work. -Output is identical to offline scanline rendering of normal maps. -Intergration into game engines can be done as pure code or by re-export of assets using our…
Eld, nope, object space are completely usable on rigged/deformed meshes, and while transformed in the world aswell. It's just a matter of looking at the correct reference and work from there. It's less straightforward than tangent (from a thinking process point of view) but in code its not heavier. Some programmers just…
Eric: I just assigned the normals to a regular material in 3ds max (like you would for anything) and then turned on "Show hardware map in viewport". One thing I didn't mention though, before I exported from 3ds max I had to triangulate the mesh. Now when I applied the normals to a non-triangulated mesh (the original mesh)…
Turtle also makes a mess of all your Maya scenes with extra nodes that you can't remove if you don't have the plugin installed. We've done a few outsourcing jobs where the client sent us these nice surprises ;)
People keep saying that this is all a matter of triangulation in max, i think that is a load of shit. You can have an entirely triangulated mesh in max and still get bogus errors you wouldn't get a in maya. On the other hand, you can have a mesh comprised half of 5 sided faces in maya and still get a very accurate result.…
Thanks a lot for the good read, guys. This has been a very helpful thread. I'd like to share what I have learned from it - and this is mostly aimed at people who are writing FX shaders for the Max viewport: The standard way (the method that I have used and many others) to create a normal vector from a tangent space normal…
That'd be great rollin, thanks for volunteering! I have a partial list here, though not the actual shader code for each. If you find some shader code, let me know. Better yet, get a wiki account and post it yourself!
CompanionCube: Thanks for the link! Oddly enough the code snippet he posted about calculateTangentAndBinormal looks (from my rough memory and code conversion) to be the same as the one that Maya uses to calculate the tangent and binormal too, which makes sense, but... weird.
The fact that Nspace has trouble with RTTnormalmap.fx is because the tangent basis used in DirectX Shader Materials does not match Max's standard material using "Normal Bump". Plus, I wasn't able to figure those out 100%, as they differ (albeit slightly) from anything in the docs or samples. By looking at the sample code,…