I get really wacky results + no self shadowing as in your results. For now it´s just a video since I obviously have done something wrong !? (previewed ingame) https://www.youtube.com/watch?v=Wvr2AYAcr6g Mari 7.0v1. Is there even a gltf exporter in Mari? Hard edges are visible on the hard mesh. Toolbag 4.06; Spheres look…
Topogun and Knald results Topogun and the cube with hard edges gave some problematic output. Knald textures have an Alpha on top which hides the edge padding/dilation.
Heya Eric, The Blender terminology is a bit unclear, probably coming from earlier legacy development. "Autosmooth" simply means that smoothing is applied to the object with an optional threshold for hard edge shading from 0 to 180 degrees (30 being the default). First and foremost this requires the model to being flagged…
Baked the fbx files in maya2020 + 2024. unlike 2020 maya 2024 can use mikk tangent space now which gives an obvious difference in the box soft bake normal map. bake settings are identical. top 2020, bottom 2024. also painter 9.1.1 (both left to right: hard, soft, bevel. screenshots in app viewports. attached are the png´s)
Thanks for these! The original vertex normals are very important for all three, especially for boxbevel because it has face-weighted normals. However, if you can recreate the vertex normals in your software, feel free to do so. Your modified GLBs look great. Vertex normals look like they're aligned the right way... hard,…
Hi! In Blender, baking to boxsoft and boxbevel in their original state, the resulting the normal maps don`t look as intended. Blender seems to ignore the modified vertex normals when baking. If I discard the custom split normals data on those meshes, they become hard shaded. If I set their shading to auto smooth with 180°…
Here's some more data FWIW. The pipeline I am currently the most familiar with involves bakes in either Blender or Toolbag3, for a display in UE4 and UE5. So here is the result of the Boxsoft blender bake in that context (obviously imported with Tangents and Normals read from file). The shading is ever so slightly…
Happy new year! The issue I encounter when importing and baking the boxes in Blender, is that the shading is stored as custom split normal data. If I were to remove the data, the underlying shading is hard (Auto Smooth 30°). During the bake the custom split normal data gets ignored, which is a nuisance. When searching for…
I'd like some help from the community, if you have a minute! Could you bake normal maps from these models in the software you're familiar with? * 3ds Max [done] * Maya * Blender * Substance [done] * Toolbag * 3D-Coat * Cinema 4D * Houdini * Modo * Xnormal [done] * Knald * (others?) The intent is to show the baked result in…
Hi there Fabi, Eric - personally I am getting this out of a bake with a manually defined cage, done on a freshly imported unmodified boxsoft with the "custom split normals" left as they were on import therefore overriding the default 30 degrees smoothing. That's blender 3.1.0. From what I understand/guess, Blender is not…