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Problem with "Optix-CUDA/OpenRL"

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Hello !

 

When i bake AO-Map with "Default bucket renderer"— I get agood result !

Why, when i use [Optix-CUDA or OpenRL] — i get AO-Map with artifacts and different look ?


P.S.

Default-CPU Render has very-very long time rendering Sad [Default - 3h 30m / Optix-CUDA - 170 sec / OpenRL 270 sec].

High-Poly — 3kk Quad-Poly. Low-Poly — 50k. [4096x4096 - 4xAA / 128-Rays].

PC-Specs — Win7 x64 / AMD Phenom II x4 955 3.2GHz / 16GB-1600Mhz RAM / GTX 570.


P.P.S.

I canmake mistakes, my English pretty bad Sad


Problems with SBM exporter - Wrong Vertex Normals - Max2012

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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. 

Shut down when I convert map

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It happened xNormal 3.18.3 and xNormal 3.17.5.I Added a lowpoly mesh and a normal map ,then check convert tangent space to Object space,but when I click "Generate",a few seconds later,Windows 7 pop-up a warning window ,"xNormal 3.18.3 to stop working"So,what was wrong???

Another Question About Using A High and Low Poly Mesh...

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I am still unsure if there is a specific relationship between a high and low poly mesh for baking purposes...so let me ask this general question and hopefully you can answer and assist.

Let's say I have a high poly mesh that is quite dense and has been sub-divided and sculpted in Zbrush, what would be the proper way to make a low poly mesh of this? Could I take the high poly mesh into say Max and create a brand new simple geometry that surrounds and closely mimics the form of the high poly Zbrush mesh and use that for low poly baking?

New to mapping.

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So I just recently realized I've been sculpting digitally  for a long time and have never bothered to learn mapping. So I buckled down and hit you tube( note: I still gots lots of videos to watch ). My first "mapped" piece I use zbrush to bake the normals and everything went good, then someone suggested I try xnormal( awesome program BTW ) because it gives better results. My first question is the normal I baked out has weird artifacts that look a mess when applied to the model in some spots, I will upload it if anyone cares to look at it and explain to me the problem, it would be very appreciated? My second question is when trying to bake out an AO map it seems to take a really long time( compared to the normal map ), so long in fact I usually stop it, is this normal for an AO map?

Photoshop Dilation

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Is there a reason why the Dilation Photoshop filter is limited to 32 pixels?

Xnormal Issues: Please Help

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Hello

I'm new to xNormal and I am having a couple of issues with it.

1. My model does not show up in the 3D Viewer. I am just getting the light bulb icon.

2. I am still getting bad seams, even after raising my edge padding. (Map size 512, padding 64)

 

If anyone has any solutions, fill free to respond.

 

Thanks

Double post, delete


Some questions/problems with xNormal

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First off, let me say that I'm completely new at this, this is actually the first model I've gotten this far on. 

Now, does having 'doubles' on the UV maps (as, two mirrored parts of the mesh sharing the same UV space) affect the normal rendering at all? 

2nd, I've tried rendering with/without a cage, but nothing seems to fix the problem that two sections share - one inbetween the two bottom circular parts, and the other inbetween the straight parts on the rightmost part of the map. I modeled this part by just extruding three polygons along the border, scaling said extrusion, and then extruding again and moving that inwards. Think something like an inset on any kind of stone feature. I selected the entire section and unwrapped for the UV map. So is the problem with my UV editing, or is something going wrong with xnormal? 

I'm also apparently having some problems with the cage mesh, because as you can see with the top left circular piece I'm getting some slight distortion.  I just duplicated and pushed (or the equivalent for blender - alt+s in edit mode) until the cage was the only mesh I could see. Is there anything I'm doing wrong on that front? 

 

the mesh defaulthas vertex indices but the count is not the same than the position vertex indices

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the mesh defaulthas vertex indices but the count is not the same than the position vertex indices.  Please sure the mesh ->uvindices.size() is Zero or the sme than the mesh ->PositionIndices.size()

So all iam doing is trying to bake a normal map.

ive added the hipoly

added the lopoly

pressed the generate and this happens.

i dunno though if the hipoly model needs uvmappingor what. the lopoly mesh has been cleaned. and the uv map is error free. i dont really knowwhat to do here. is the  install broken?

 

the mesh defaulthas vertex indices but the count is not the same than the position vertex indices

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the mesh default has vertex indices but the count is not the same than the position vertex indices.  Please sure the mesh ->uvindices.size() is Zero or the sme than the mesh ->PositionIndices.size()

So all iam doing is trying to bake a normal map.

ive added the hipoly

added the lopoly

pressed the generate and this happens.

i dunno though if the hipoly model needs uvmappingor what. the lopoly mesh has been cleaned. and the uv map is error free. i dont really knowwhat to do here. is the  install broken?

 

the mesh defaulthas vertex indices but the count is not the same than the position vertex indices

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the mesh default has vertex indices but the count is not the same than the position vertex indices.  Please sure the mesh ->uvindices.size() is Zero or the sme than the mesh ->PositionIndices.size()

So all iam doing is trying to bake a normal map.

ive added the hipoly

added the lopoly

pressed the generate and this happens.

i dunno though if the hipoly model needs uvmapping or what. the lopoly mesh has been cleaned. and the uv map is error free. i dont really knowwhat to do here. is the  install broken?

 

intermittent rainbow coloured/artifacts with xnormal, 3ds max fine

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Im new to xnormal and am having a problem with one object.

I created several HP rocks using procedurals in max, and for LP I used pro optimizer. I successfuly baked some normal maps for a few of these in xnormal, then one threw up some obvious problems. Rainbow coloured normal map.

 

I used the ray distance tool for about 20secs, 5 is usually fine. I also tried creating my cage in max. Same troubles.

 

This is most likely uset error, but i can still bake the other rock meshes. Any ideas? 

 

Cheers

 

Dave

 

Problem with Normal Map in xNormal

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Hi all! =]

I've been modelling for a while now, but normal maps are new to me.

I've been practising making patterns in zbrush to create normal maps for low poly models.

I currently have a 3 poly shape that I subdivided and sculpted and would like to project back onto my low poly model. I get the skewed results shown in the attached picture when I try to do this in xNormal. I looked up the issue, and it mentioned using 'cages' but I am no entirely sure how to do that though I can make an educated guess of what they are. I had a look in the viewer and it looks like the low poly model is turned slightly away from the high poly plane [not sure why that is?] - shown in attached picture.

I played around with extruding the cage but the viewer would crash when it extruded past the high poly plane. Any feedback or help with what I am doing wrong would be very helpful.

Another zbrush-xnormal issue

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Hi there, can anyone point me what I might be doing wrong here?

I was advised to use a cage, but I have no idea how that works since I'm quite new to texturing


No Anti-Aliasing on Cavity Maps

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So I just downloaded the new version of xNormal. 3.18.3.42215 (x64) and all cavity maps are being generated without any anti-aliasing. Is there a new box somewhere that I am supposed to hit for this? I have 4x antialiasing set in my baking options and all other maps are baking with antialiasing.  Is this a known bug and my google-fu is weak? As they say, pix or it didn't happen...

Thanks.

meshes wont show up in the 3d viewer

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what might be the possible reasons?? its urgent pls..

Backface Cull rendering for baking vertex colours (Solved)

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Is there a way to render with backface culling on so I can bake rough high res vertex colour meshes to a clean retopo'd mesh? I am working with 3d scans which are always a mess.

 

Solved: Oops Found it! Baking options "Discard back-faces hits" 

export cage problem

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hi everyone !

I got a Problem while exporting cage from 3ds max to xnormal, when I'm exporting, everythings ok, I actually see my cage in 3d viewer of xnormal, but when I hit generate. the result is ugly just like with out the cage.  I tried use built-in cage edito or external cage and they' work fine  

I don't know if I  did something wrong, I tried  triangulare, convert to editable mesh, and  edit mesh modifier,....    but still not work. please help me !

 (sory 'cause my english is bad )

 

 

how can i bake scan high poly texture to low polygon use xnormal

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use 3d scaner  generate high polygon model with texture,i want to bake this texture to  low polygon ,how can i do?i just bake a  solid  red texture with xnomal.

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