Hi, I recently downloaded latest xNormal for faster (openRL/CUDA) baking of maps(AO, Cavity, Normals) compared to 3dsmax.
I'm making some tests with hard surfaces, later on I will make test with mixed hard/smooth edges.
Here is the Problem:
In this case I have a mesh which comes from a Boolean Operation from 2 Cubes, converted to editable mesh, with welded vertices( as a cleanup operation).
The mesh has 1 smoothing group (so no hard edges, only hard topology) , the mesh has uvcoordinates split with flatten mapping.
1st Problem) When Exporting with SBM exporter (in Max 2012 x64) I check the Low Definition Mesh Preset, the output result has Wrong Vertex Normals as compared to FBX2012 export which features correct result.
I also Explicited Normals in max just to try different variations, the problem remain the same, as having only an Editable Mesh in the stack.
I used SBM export is to have same cages in 3dsmax and xNormal.
Also the problem is in the exporter plugin, because if I export FBX then inside xNormal enable cage, editing cage mesh and saving as SBM, the normals look exactly the same as the original FBX file.
Exporting an object with No Smoothing Groups with same SBM Low Definition Mesh Preset will not give any error.
The High Poly Model is same mesh with a Greeble Modifier applied to it then converted to editable Mesh with Hard surfaces (No SG).
2nd Problem) When exporting with SBM Exporter High poly meshes, the High Definition Mesh Preset defaults with no Exported Normals, but this behaviour collide with the standard xNormal behaviour when you load a High Poly mesh where it defaults with the Setting of Using Exported Normals ( so in my opinion the preset should be changed).
Also by my test it looks like if you do not export normals, then normals will be averaged if you maintain default behaviour for the High Poly Mesh (Use exported normals).
This will lead to wrong results in the bake as with my hard edges greebled object.
-- Another example, consider a simple cube(low poly) and same cube with chamfered edges(1 level only) as highpoly, then you edit vertex normals to get the Superpsecular soft edges, if you bake the map in Max you get those normals informations inside the bake. If you export using the default SBM Exporter preset for HighPoly you will get all averaged normals.
But as said before when talking about Low Poly version when there are smoothing groups or soft edges, the result was erratic in my tests, this make that exporter sadly unreliable.
3rd Problem) This is only an aesthetic problem that pertain to HighPoly Meshes, in the xNormal 3d Viewer, mesh normals and thus object appearance of the SAME MESH if loaded in the Low Poly section or in the High Poly section will DIFFER.
In my case the Greebled High Poly Mesh with Hard Edges will look correct (inside 3D Viewer) only if I load it as a Low Poly Mesh.
Here an example of my FBX file:
This is somewhat misleading, because it could lead you to think you exported wrong edges normals (smoothed) for hard surfaces.
Do all these problems happen only to me, or this is somewhat common ?
Currently only usable workflow is to exclude SBM exporter usage and export as FBX instead, but this way i loose possibility to have same cage in both the softwares.
It would be useful to have the ability lo load a cage (inside xNormal) from a SBM file saved by MAX to have same cage, but correct normals (as saved in FBX).
Have any suggestions to solve these issues are appreciated. ( I can upload the Max2012 .max file to check this out).
Other suggestions for better workflow too.