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created Re: normal/ambiocclusion/heightmap... generator
on 03-23-2007 09:46 PM
New tracer is nice and fast and I much prefer this new layout of settings (although I wish there was a drop-down selection box for output map sizes - like 512, 1024, 2048 just so I don't have to type it every time [img]/images/graemlins/smile.gif[/img] )
However I found the new version keeps crashing after one render... I have 2 OBJ files for high and low, and output a 2048 just normals... every single time in the new version, it renders once correctly but if I try to render again with the same settings it says it can't load the model. And sometimes it will crash straight afterwards.
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, Administrator,
11,475 Posts,
Join Date Oct 2004,
Location London, UK
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created Re: normal/ambiocclusion/heightmap... generator
on 03-24-2007 09:23 AM
[ QUOTE ]
However I found the new version keeps crashing after one render... I have 2 OBJ files for high and low, and output a 2048 just normals... every single time in the new version, it renders once correctly but if I try to render again with the same settings it says it can't load the model. And sometimes it will crash straight afterwards.
[/ QUOTE ]
Ooopz you're right. I loaded the acid example and added the parallax objects to the batch and crashes.... Hmm gonna investigate a few. Can you send me your XML settings MoP, pls?
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, polycounter,
869 Posts,
Join Date Mar 2006,
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created Re: normal/ambiocclusion/heightmap... generator
on 03-26-2007 06:34 AM
Posted a beta with some bugs corrected. I hope the problems will be gone now.
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, polycounter,
869 Posts,
Join Date Mar 2006,
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created Re: normal/ambiocclusion/heightmap... generator
on 03-26-2007 02:55 PM
hey man, did you get my email regarding the mouse bug ? if not, the patches unfortuntely didn't change anything, do I need to install something specific ?
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created Re: normal/ambiocclusion/heightmap... generator
on 03-26-2007 03:45 PM
Anymore having issues with the mouse cursor?
Vahl, that occurs with OpenGL or Direct3D btw? Tryed the latest 3.10.4 beta 1? Are you using Window Vista or WinXP 64? Can you play well other OpenGL/D3D games? What graphics card and drivers are you using pls? Are you using some kind or right-to-left reading localized language pack(arabic,hebrew,etc)?
I'm trying to determine what's the bug, but seriously I don't see anything bad in the code... I think i'm gonna change the input system completely if is not resolved.. perhaps is some kind of DirectInput bug(Microsoft does not update it anymore)
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, polycounter,
869 Posts,
Join Date Mar 2006,
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created Re: normal/ambiocclusion/heightmap... generator
on 03-31-2007 07:55 AM
hello, is there a simple walkthrough pdf or something for someone who hasn't used xnormal yet? i'm heading out so i don't have time to read through 18 pages of this thread. hahaha. i will later tho...i promise. however, i'm getting close to mapping a new character and want to try xnormal(been using max). also, does it handle higher poly counts better than max?
thanks joshy...hell, i'll donate even tho i haven't used it yet!!!!
oops. found the tutorials on the site. haha. impatient post.
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, polygon,
680 Posts,
Join Date Aug 2005,
Location chicago IL
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created Re: normal/ambiocclusion/heightmap... generator
on 03-31-2007 09:26 AM
[ QUOTE ]
hello, is there a simple walkthrough pdf or something for someone who hasn't used xnormal yet?
oops. found the tutorials on the site. haha. impatient post.
[/ QUOTE ]
I recommend you these tutorials before to start to use normal mapping:
http://www.bencloward.com/tutorials_normal_maps1.shtml
http://www.poopinmymouth.com/tutoria...l_workflow.htm
http://www.game-artist.net/forums/showthread.php?t=43
Once you know the theory and did some small experiments try to see the xNormal flash tutorials. Then download xNormal, install it and take a fast look to the 140 pages PDF inside.
Is very easy... basically you model the highpoly and the lowpoly(this one need to be texture mapped). Then open xnormal and assign the highpoly in the highpoly mesh list, the lowpoly in the lowpoly mesh list... then measure the ray distances(see inside the PDF, multiple methods to do this ) or setup the cages(the best method for me). Then press the generate button with the "generate normals and heightmap" option and voila [img]/images/graemlins/tongue.gif[/img]
To start, try to open the acid, parallax wall and flag examples. See how the settings are set, open the OBJ files in max and see how are done, etc... Then use your own model and experiment a few with the parameters. Finally, when you manage well the basics try to do more advanced things like ambient occlusion, base texture baking, edit cage vertices, specify external cages, batch rendering, etc...
[ QUOTE ]
also, does it handle higher poly counts better than max?
[/ QUOTE ]
Well, in theory yes... because 3dsmax need to load tons of plugins, settings, triangulate patches/subdiv/nurbs, adjacency data, modifiers and other things that occupy a lot of RAM. Also, the new versions of xNormal use the hard disk in case you reach a physical out-of-memory ( however you will need a decent amount of RAM to the the swapping, like 2Gb or more, and x64 can help here too ). Finally, try to use the "memory conservative raycaster" to save memory while rendering maps in xNormal ( the "faster" one needs much more RAM )
Hope it helps
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, polycounter,
869 Posts,
Join Date Mar 2006,
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created Re: normal/ambiocclusion/heightmap... generator
on 03-31-2007 11:41 AM
woah! thanks jogshy. i will most definitely be giving xnormal a try. i am already familiar w/normal maps and AO etc...it's just that i've been doing them in max. and everyone here says xnormal produces better maps and is just a better overall experience that baking texs in max. so i'll let you know how it goes.
cheers man!!!!
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, polygon,
680 Posts,
Join Date Aug 2005,
Location chicago IL
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created Re: normal/ambiocclusion/heightmap... generator
on 03-31-2007 08:00 PM
I'm finishing the 3.10.4 and changing a few the web header... Wanna add some links to projects using xNormal. I put a temporary version of the web online so you can see.
If you want me to put a link to any of your projects ( or if you want to be removed [img]/images/graemlins/crazy.gif[/img] ), please tell me! I wish I could put all in a row, but unfortunally I have space for only 7 each time ( pressing the "more" will appear a page with all though or if you go to the FAQ page too )
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, polycounter,
869 Posts,
Join Date Mar 2006,
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created Re: normal/ambiocclusion/heightmap... generator
on 04-01-2007 10:19 AM
jogshy, since you update so frequently, could you possibly host a version that doesn't come with the sample files? thanks!
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created Re: normal/ambiocclusion/heightmap... generator
on 04-01-2007 09:48 PM
Hi santi, since you release so many updates so frequently, i was wondering if it would be posible for us to give you the code to our importer and you could just add it to your project when you compile? If its not too much work that is, thanks! =)
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, Moderator,
5,596 Posts,
Join Date Oct 2004,
Location Iowa City, IA
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created Re: normal/ambiocclusion/heightmap... generator
on 04-02-2007 09:11 AM
[ QUOTE ]
Hi santi, since you release so many updates so frequently, i was wondering if it would be posible for us to give you the code to our importer and you could just add it to your project when you compile? If its not too much work that is, thanks! =)
[/ QUOTE ]
Sure, give me!
[ QUOTE ]
jogshy, since you update so frequently, could you possibly host a version that doesn't come with the sample files? thanks!
[/ QUOTE ]
Yep, for the next version perhaps.
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, polycounter,
869 Posts,
Join Date Mar 2006,
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created Re: normal/ambiocclusion/heightmap... generator
on 04-11-2007 02:31 PM
The final 3.10.4 has been released.
Added photoshop filters, 3dsmax SBM mesh exporter, HD-Photo/WMP image support(amazing compression and good quality), 2 new amazing examples [img]/images/graemlins/wink.gif[/img], new install system, upgraded the documentation, added XBox 360 gamepad support and revamped the input system ( for the people with mouse and multimonitor problems ) + all the other things in the beta 1.
Just two reminders... Needs the latests DX9 April 2007 runtime and to capture/raise the mouse cursor in windowed mode use "ALT+ENTER".
Enjoy it [img]/images/graemlins/cool.gif[/img]
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, polycounter,
869 Posts,
Join Date Mar 2006,
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created Re: normal/ambiocclusion/heightmap... generator
on 04-15-2007 10:27 AM
Added a new tutorial about how to export cages/meshes from 3dsmax 9 using the new xNormal SBM mesh exporter.
It's at http://www.xnormal.net/Tutorials.aspx as usually.
thx
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, polycounter,
869 Posts,
Join Date Mar 2006,
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created Re: normal/ambiocclusion/heightmap... generator
on 04-17-2007 07:31 PM
Hello again Jogshy,
This is probably a stupid question to ask, but is there a way the user can load 2 seperate meshes into xnormal along with it's maps etc? Or if there is any other tool that can do this, otherwise im screwed
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, null,
2 Posts,
Join Date Mar 2007,
Location Australia
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created Re: normal/ambiocclusion/heightmap... generator
on 04-18-2007 03:58 AM
this may sound like a very stupid question but where can i get 3.10.4 i only see 3.10.2 down load page
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, line,
72 Posts,
Join Date Mar 2006,
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created Re: normal/ambiocclusion/heightmap... generator
on 04-18-2007 06:12 AM
Revliss: http://www.xnormal.net/Downloads.aspx
The really big wide white button spanning both the x86 and 64-bit column near the top.
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, Administrator,
11,475 Posts,
Join Date Oct 2004,
Location London, UK
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created Re: normal/ambiocclusion/heightmap... generator
on 04-18-2007 08:37 AM
[ QUOTE ]
is there a way the user can load 2 seperate meshes into xnormal along with it's maps etc? Or if there is any other tool that can do this, otherwise im screwed
[/ QUOTE ]
Yep, is possible:
You can sepparate your model by "material". Imagine you have the object "myCar" with 3 sub-materials(3dsmax multi-sub-obj material concept or XSI clusters... aka material asigned in a group of faces) ( glass, tires, chassis ). Sepparate the object "myCar" into three different "Tires"/"Glass"/"Chassis" objects and assign the corresponding material to each one. Then export it as 3 different OBJs ( tires.obj, chassis.obj, glasses.obj ).
Then, launch xNormal and assign the OBJs in the lowpoly mesh list ( one file per slot ). Then go to the 3d viewer options and assign the textures for each mesh in the lowpoly list ( and enable transparency for the glass if you want ).
See the MoP's Xemakos, is done in that way. There are three objects with different textures for each one ( mount, xemakos and room ).
Hope it helps
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, polycounter,
869 Posts,
Join Date Mar 2006,
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created Re: normal/ambiocclusion/heightmap... generator
on 04-25-2007 04:05 PM
Hey I was thinking perhaps some sliders that allowed the user the option of changing the opacity of the wireframe and it's colour on your mesh. Right now the wireframe seems too be a bit patchy not sure if it's my video card or not. But I think the ability to change the opacity of the wireframe and it's colour would be awesome.
[img]/images/graemlins/grin.gif[/img]2 thumbs up for your efforts sofar jogshy
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, null,
2 Posts,
Join Date Mar 2007,
Location Australia
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created Re: normal/ambiocclusion/heightmap... generator
on 04-25-2007 10:03 PM
[ QUOTE ]
Hey I was thinking perhaps some sliders that allowed the user the option of changing the opacity of the wireframe and it's colour on your mesh.
[/ QUOTE ]
The opacity sure! ( but some drivers will ignore it I suspect )
The color is just changed at the moment automatically using the "inverted" background color ( for example, if you set a white background the wireframe is set black )
Gonna see how to patch that for the next release, thx!
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, polycounter,
869 Posts,
Join Date Mar 2006,
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created Re: normal/ambiocclusion/heightmap... generator
on 04-26-2007 08:31 PM
I had a problem with 3.10.2 in that when I went to the 3D viewer, my model is invisible unless I tick 'show normals' or 'show cage'. In which case I can't see the textures.
I uninstalled and then installed 3.10.4, but I'm getting the same problem [img]/images/graemlins/frown.gif[/img] No idea what the problem is. I used the same model, texture files and xnormal version earlier today on a different computer and it all worked fine.
Any ideas?
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, dedicated polycounter,
1,521 Posts,
Join Date Jun 2005,
Location UK
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created Re: normal/ambiocclusion/heightmap... generator
on 04-26-2007 08:44 PM
Try using OpenGL instead of Direct3D in the plugin menu. I have the same problem. Never been able to view any models in Direct3D mode.
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, polygon,
604 Posts,
Join Date Dec 2006,
Location Manchester, UK
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created Re: normal/ambiocclusion/heightmap... generator
on 04-26-2007 09:55 PM
Ahhhh, that fixed it. Cheers [img]/images/graemlins/smile.gif[/img]
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, dedicated polycounter,
1,521 Posts,
Join Date Jun 2005,
Location UK
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created Re: normal/ambiocclusion/heightmap... generator
on 04-26-2007 10:06 PM
[ QUOTE ]
I had a problem with 3.10.2 in that when I went to the 3D viewer, my model is invisible unless I tick 'show normals' or 'show cage'. In which case I can't see the textures.
[/ QUOTE ]
What's your OS, graphics card and drivers version please? I think somebody told me about some Direct3D problems with ATI and Catalyst 6.6/6.7/7.2. Does it happen only with the lowpoly model or too with the highpoly?
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, polycounter,
869 Posts,
Join Date Mar 2006,
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created Re: normal/ambiocclusion/heightmap... generator
on 04-29-2007 01:58 PM
Posted a small update with some bugs corrected and Photoshop CS3 and old 3dsmax support.
thx
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, polycounter,
869 Posts,
Join Date Mar 2006,
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