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Forum: Technical Talk 10-31-2014, 06:18 AM
Replies: 2,736
Views: 316,861
Posted By jogshy
That's a feature you can use to modify the...

That's a feature you can use to modify the resulting normals. Basically, you can UV map the HP mesh and assign a normal map. When a ray hits the HP, a normal will be fetched from the texture you...
Forum: Technical Talk 06-14-2014, 03:04 PM
Replies: 2,736
Views: 316,861
Posted By jogshy
xN 3.18.X is 64-bits only and, therefore, it no...

xN 3.18.X is 64-bits only and, therefore, it no longer supports hxGrid ( which is 32bits only ). I asked hxGrid's developer and he said he was not going to port it 64 bits ... so, if you want to use...
Forum: Technical Talk 05-15-2014, 08:49 PM
Replies: 2,736
Views: 316,861
Posted By jogshy
We want to release the beta by September, yep. ...

We want to release the beta by September, yep.

And the 3.18.8 ( which is 3ds/maya 2015 compatible ) will be released in a few days.
Forum: 3D Art Showcase & Critiques 05-02-2014, 08:50 PM
Replies: 72
Views: 6,694
Posted By jogshy
Hehe, nice :D

Hehe, nice :D
Forum: Technical Talk 04-28-2014, 02:39 PM
Replies: 2,736
Views: 316,861
Posted By jogshy
Yep, last xN does not yet support 3dsmax 2015 but...

Yep, last xN does not yet support 3dsmax 2015 but it will soon :)
Forum: Technical Talk 03-31-2014, 12:22 PM
Replies: 2,736
Views: 316,861
Posted By jogshy
There's a bug in the last 3.18.6 release...

There's a bug in the last 3.18.6 release affecting the SBM exporter's transformations, aye.
I'm gonna solve it soon :D

>>I don't suppose there is any news on Network rendering or XN4?
Still...
Forum: Technical Talk 12-18-2013, 04:22 PM
Replies: 2,736
Views: 316,861
Posted By jogshy
@ Firestormxl...

@ Firestormxl (http://www.polycount.com/forum/member.php?u=115002) , that artifacts usually happens when you try to use a tangent space normal...
Forum: Technical Talk 12-11-2013, 06:46 AM
Replies: 2,736
Views: 316,861
Posted By jogshy
@Auldbenkenobi...

@Auldbenkenobi (http://www.polycount.com/forum/member.php?u=56978), the OVB mesh format is not designed to deal with very dense meshes because it's XML based. Better use the SBM format which is...
Forum: Technical Talk 11-23-2013, 03:17 PM
Replies: 2,736
Views: 316,861
Posted By jogshy
@DamjanMX...

@DamjanMX (http://www.polycount.com/forum/member.php?u=68308), use a 16 bits output format like TIFF. You can ebale 16 bits using the plug-in manager, selecting the exporter and pressing "configure"....
Forum: Technical Talk 09-30-2013, 12:08 PM
Replies: 2,736
Views: 316,861
Posted By jogshy
@tonyd927...

@tonyd927 (http://www.polycount.com/forum/member.php?u=72926), I'll show a more detailed message for the next version.

@DougClayton4231 (http://www.polycount.com/forum/member.php?u=79949) The CUDA...
Forum: Technical Talk 08-27-2013, 08:46 PM
Replies: 8
Views: 1,185
Posted By jogshy
Have you setup the cage?

Have you setup the cage?
Forum: 3D Art Showcase & Critiques 08-13-2013, 10:36 AM
Replies: 58
Views: 7,001
Posted By jogshy
Just setup an "averaged" cage :poly136:

Just setup an "averaged" cage :poly136:
Forum: Technical Talk 07-13-2013, 11:36 AM
Replies: 2,736
Views: 316,861
Posted By jogshy
Normal maps and AO maps only. Other kind of maps...

Normal maps and AO maps only. Other kind of maps are not really possible because are so complex that will pass the GPU 32 registers/thread and the performance will suck.

N-gons = evil

You must...
Forum: Technical Talk 07-02-2013, 08:30 PM
Replies: 3
Views: 413
Posted By jogshy
Freeze transformations before exporting, pls :p

Freeze transformations before exporting, pls :p
Forum: Technical Talk 06-09-2013, 10:23 AM
Replies: 10
Views: 1,524
Posted By jogshy
Yep, but you'll probably need FoceWare 3XX...

Yep, but you'll probably need FoceWare 3XX drivers.
Forum: Technical Talk 06-08-2013, 03:55 PM
Replies: 10
Views: 1,524
Posted By jogshy
AO takes so much time because lots of rays (...

AO takes so much time because lots of rays ( ==billions ) need to be traced.
For instance, a 2k x 2k map with 4x AA and 256 ao rays(medium quality) takes exactly

2048 x 2048 x 4 x 256 = 4,29...
Forum: Technical Talk 06-06-2013, 11:29 AM
Replies: 3
Views: 691
Posted By jogshy
Pls notice the cage does not only control the ray...

Pls notice the cage does not only control the ray distance but ALSO the ray direction as it's described very well in Ben's article:
http://www.poopinmymouth.com/tutorial/normal_workflow_2.htm
Forum: Technical Talk 04-15-2013, 05:04 PM
Replies: 7
Views: 782
Posted By jogshy
Just a graphical exmple :p ...

Just a graphical exmple :p

http://www.streetrodstuff.com/Articles/Drivetrain/Rear_End/images/explodedView.GIF
Forum: Technical Talk 04-03-2013, 04:49 PM
Replies: 6
Views: 985
Posted By jogshy
If your normals are averaged the cage will be...

If your normals are averaged the cage will be continuous.
On the contrary, if you used different smoothing groups for each face ( which occurs in a cube ), the cage won't be continuous:
...
Forum: Technical Talk 04-02-2013, 08:43 AM
Replies: 6
Views: 985
Posted By jogshy
MatchUV is better

MatchUV is better
Forum: Technical Talk 04-02-2013, 03:49 AM
Replies: 6
Views: 985
Posted By jogshy
1. Unlike MentalRay,etc... xN does NOT subdivide...

1. Unlike MentalRay,etc... xN does NOT subdivide automatically the LP mesh. You must pass it a bit subdivided to xN.

2. I suggest you to model your HP mesh using the LP as subdiv0 level. In that...
Forum: Technical Talk 03-28-2013, 04:00 PM
Replies: 2,736
Views: 316,861
Posted By jogshy
Btw, if you're at GDC, Imagination Technologies...

Btw, if you're at GDC, Imagination Technologies has a demo of xN running with those amazing R2500/2100 cards at booth #512.
Forum: Technical Talk 03-22-2013, 04:45 PM
Replies: 2,736
Views: 316,861
Posted By jogshy
n-gons present ? Try to triangulate it before...

n-gons present ? Try to triangulate it before exporting and see what happens.

Is your HP mesh tagged as visible in xN? What version of xN are you using, pls?

Did you use an old version of...
Forum: Technical Talk 03-05-2013, 06:03 PM
Replies: 2,736
Views: 316,861
Posted By jogshy
Yep. It was a problem with my vertex hashing + a...

Yep. It was a problem with my vertex hashing + a desync with mkktspace. It's fixed internally now and patch will be available soon.


No, we don't support MultiSubObj mats.
1 mesh = 1 material.
Forum: Technical Talk 02-28-2013, 05:51 PM
Replies: 24
Views: 1,047
Posted By jogshy
To see the cage you must enter the 3D viewer and...

To see the cage you must enter the 3D viewer and check in the "show cage" checkbox.

The cage works in this simple way: rays are fired from the cage to "inside", so you only need to extrude the...
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