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Quote:
Originally Posted by IronHawk
Does Xnormal have support for rendering custom sizes? I need to do some rectangular maps.
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You can have rectangular maps as long as they are still power of two.
To change the size, use the dropdown menus under the Size filed in the Baking options. Easy! 
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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Quote:
Originally Posted by metalliandy
You can have rectangular maps as long as they are still power of two.
To change the size, use the dropdown menus under the Size filed in the Baking options. Easy! 
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Thanks for posting bro but you missed my not so ninja edit. I need 256x384. Sounds weird but I cant go into details why I need this.
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, dedicated polycounter,
1,662 Posts,
Join Date Sep 2006,
Location Kirkland, WA
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Quote:
Originally Posted by IronHawk
Thanks for posting bro but you missed my not so ninja edit. I need 256x384. Sounds weird but I cant go into details why I need this.
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Ahh, in that case, no you can't 
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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Hi, for those who has the "...face "x" has a vertex index that doesn't match..." problem and are using maya, one thing to keep in mind is that the order of the objects in the outliner must match, for example: you have three low poly objects named: "1", "2" and "3", when you duplicate that objects for making the cage, Maya duplicate them but change the order in the outliner, so your duplicated objects will be "3", "2" and "1". So, when you export them as a single obj in xnormal (even if they are the same) xnormal will show you the error screen saying "face x has a vertex index...."
The solution: go to the outliner and match the order of the low, hi and cage polys.
Ah, and for making the cage I use the "edit mesh->transform component" tool, works fine for me.
I know there is other reasons why the same error massage appears, but you should check the order just to discard one possible problem.
Hope this message will be useful. Sorry for my english.
greetings from Colombia.
chao!
in spanish:
Para quienes tienen el problema "...face "x" has a vertex index that doesn't match..." y usen maya, una de las causas es que el orden en que están los objetos no coinciden, es decir, si tienes tres objetos llamados: "1", "2" y "3", cuando los duplicas para crear el cage, el maya automaticamente te los organiza como "3", "2" y "1" entonces cuando exportas tu cage a xnormal, a pesar de que son los mismos objetos, te va a salir el error.
La solución es simple: pon en el mismo orden los objetos de hipoly de low poly y el cage. es decir, el objeto "1" va da primero, el "2" de segundo, etc. es bastante obvio pero lo escribo para ser totalmente claro.
Porsupuesto existen otras razones por las que el xnormal muestra el mismo mensaje de error, pero escribo porque nadie supo encontrar respuesta a este sencillo problema.
Ah, para hacer las cages yo uso la herramienta de "edit mesh->transform component" funciona bastante bien para expandir la malla como si la estuvieramos extruyendo.
espero que haya sido de ayuda.
saludos desde Colombia!
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, null,
1 Posts,
Join Date Jun 2012,
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unrelated to the above posts, but this might be of interest to somebody:
http://www.theorangeduck.com/page/sc...xnormal-python
Quote:
Scripting xNormal with Python
In the process of building a rather elaborate toolchain I decided it was about time I developed a proper scripting tool for xNormal. [...]
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(not my site)
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, polycounter,
1,286 Posts,
Join Date Aug 2011,
Location Berlin
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@ yetbog, if you get the vertex index error message and you're using external cages and you're sure the external cage's topology is exactly equal to the LP's mesh then try to disable the "use shortest diagonal" in the default triangulator plug-in.
>>Does Xnormal have support for rendering custom sizes?
Nope, it's currently restricted to pow2 sizes. I'm using a special fixed-point rasterizer and that's a requisite by design. However, this will change in xn4 for sure.
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, polycounter,
989 Posts,
Join Date Mar 2006,
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Houston, I have a little problem here...
When I try to use the Simple Ambiant Occlusion Generator with some of my meshes I get always a crash of xnormal (a silent crash, not warning at all) and the result is a blank texture (the pop-up window with the time a computing never appear).
I tried to reduce my mesh, to triangulate it, etc. I didn't found any solutions.
Here is my mesh if you are curious : Mesh in obj format
Is there a log to check out somewhere for xNormal ?
I'm using the version 3.17.8.842832 in x64 (but the x86 crash too).
[EDIT]
I have done a quick test with the version 3.17.3.31709 x64 that I have on an other computer, the generator works without any problem.
My mesh is identical, so I guess it's a problem from the version 3.17.8 ?
[EDIT2] Just installed the latest version (3.17.13) and don't get any crash. Everything is fine. Yeaaaah !
Last edited by Froyok; 06-15-2012 at 07:23 AM..
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, polycounter,
800 Posts,
Join Date Jun 2010,
Location Namur, Belgium
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couple of quick questions...
1. this thread is huge, has anyone made a summary/index for problems solved?
2. in the 3d viewer I was seeing lighting artifacts on my low poly as I rotated the light. Im 90% sure that it's my modeling that's to blame, but I discovered that when I turn down the indirect lighting to 0, it looks fine, no artifacts.
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, triangle,
280 Posts,
Join Date Jun 2011,
Location Paso Robles CA
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Uhh, i need help guys.
Recently i'm trying this thing to produce my normal map.
But i got this problem

Is there any experts here know what causes this to happen?
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, vertex,
43 Posts,
Join Date May 2012,
Location Infront of my laptop
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Probably your projection rays are not long enough, try to tweak them in the line of your low-poly mesh (maximum and near ray distance).
You can also use the ray distance calculator in the Tools.
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, polycounter,
800 Posts,
Join Date Jun 2010,
Location Namur, Belgium
|
Quote:
Originally Posted by JimmyRustler
Uhh, i need help guys.
Recently i'm trying this thing to produce my normal map.
But i got this problem

Is there any experts here know what causes this to happen?
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Use a cage 
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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Quote:
Originally Posted by metalliandy
Use a cage 
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Uhmm, can you give me a tutorial about it, please?
FYI, i'm kinda new at normal map thingy 
I always do a simple model before.
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, vertex,
43 Posts,
Join Date May 2012,
Location Infront of my laptop
|
Quote:
Originally Posted by JimmyRustler
Uhmm, can you give me a tutorial about it, please?
FYI, i'm kinda new at normal map thingy 
I always do a simple model before.
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No worries. I made this a while back, but the information is still relevant.
http://eat3d.com/free/xnormal_overview
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
|
Quote:
Originally Posted by metalliandy
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I don't know who you are, but i love you....
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, vertex,
43 Posts,
Join Date May 2012,
Location Infront of my laptop
|
Lol. Well I hope the tutorial is worth your love ;)
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, dedicated polycounter,
1,671 Posts,
Join Date Mar 2007,
Location United Kingdom (Hampshire)
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Quote:
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Just thought I'd share this amusing (read: infuriating) conversation I had with a random individual on Skype:
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All feedback is welcome. Think that xn3 was designed in a few hours for INTERNAL usage ( as a tool of a game engine called X3 ) .. but the program grew too fast out of control 
xN4 is designed in an absolutely different way
Quote:
Originally Posted by IronHawk
Will Xnormal have support for rendering custom sizes? I need to do some rectangular maps with some odd sizes. 256x384 for example.
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xn3 == impossible without a major redesign. xN4, yep.
Quote:
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Jogshy is working on Xn4 which will have new UI. Its really not worth wasting time on improving UI of Xn3
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Correct  Btw, xn4 is Qt4-based, very customizable and scriptable.
Last edited by jogshy; 07-01-2012 at 07:43 PM..
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, polycounter,
989 Posts,
Join Date Mar 2006,
|
Quote:
Originally Posted by Froyok
So, any date for Xn4 ? 
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Alpha in a few months. Beta before 31 Dec 2012 with luck 
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, polycounter,
989 Posts,
Join Date Mar 2006,
|
How close to happy are you with the UI? Any chance of a teaser screen shot? 
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, polycounter,
1,233 Posts,
Join Date Aug 2010,
|
Quote:
Originally Posted by jogshy
Alpha in a few months. Beta before 31 Dec 2012 with luck 
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Haa ! Sweet to hear !
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, polycounter,
800 Posts,
Join Date Jun 2010,
Location Namur, Belgium
|
Hi PC just figuring I should ask here first since I couldnt find anything about this Xnormal problem. I get an error message when using the Optix/Cuda renderer and I have no clue what to do. I can always just use the Default bucket renderer but I would really like the extra speed.
I'm using v3.17.13.38574 [x64] release.
My system specs are Windows 7 64 bit
24GB ram
i7 3770k
ASUS 670 DirectCUII Top with latest drivers (301.42) with DX11.1 support
I hope someone might be able to help.
Edit* I should mention it gives this error when it says "generating gpu ray tracing spatial structure" when the render window comes up after clicking generate maps.
Edit* Sometimes its crashing now when loading what I believe is the maprender caustics.dll
Edit* tried using the x86 version just incase but I get the same error.
Edit* Tried running in compatibility mode for Vista still not working.
Edit* Ran as administrator still not working.
Edit* went into the Cuda renderer and tried changing between the Direct 3d 9 and 10 graphic drivers and still not working. Im all out of ideas.
Edit* It looks like my card is using Cuda 4.2.1 while xNormal uses 4.1 and im guessing maybe this is the problem?

Last edited by New001; 07-05-2012 at 10:24 AM..
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, null,
3 Posts,
Join Date Jul 2012,
|
Last edited by New001; 07-05-2012 at 02:49 PM..
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, null,
3 Posts,
Join Date Jul 2012,
|
created Weapon Texturing
on 07-05-2012 07:36 PM
What is the best software to use for texturing a 3d weapon that i'm making in 3DS Max?
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, null,
3 Posts,
Join Date Jul 2012,
|
Alright a quick update on my problem. Not sure why but I can use the cuda renderer but only in 3.17.8. All I can say is finishing a 4k AO in 8 seconds is pretty awesome
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, null,
3 Posts,
Join Date Jul 2012,
|
Last edited by Froyok; 07-09-2012 at 01:30 PM..
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, polycounter,
800 Posts,
Join Date Jun 2010,
Location Namur, Belgium
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