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Advice for writing tangent space plugin for internal engine?

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Hello,

I'm working on writing a plugin for an internal engine.

Here is what I understand so far.  Please advise what items may be incorrect and advise on the proper way to write the plugin:

  • Either the meshes have the be pre-triangulated in the content application and then sent to xNormal or, I could write a triangulation plugin for xNormal that would allow consistent triangulation between content app, xNormal, and the game engine
  • Based on the example "mikktspace" SDK example, in the plugin I need to split the mesh just like it is split up in our internal engine
  • Mimic what our internal shaders do in the xNormal plugin, so that the computed normal map matches the shaders that are intended to be used for

Xnormal rendering issue

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I am trying to bake out an AO map and when I click the 'Generate Maps' button Xnormal just sits there saying it's analyzing xxx.file and nothing happens.  What's going on?

Baking diffuse from base texture problem.

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Hi!

Win 7 64bit

xnormal 3.18.2 and 3.18.3

Normal maps and AO maps bake just fine. vcols not baking. Ignore vertex colour unchecked. Hires mesh exported from zbrush where a base texture was used. That base texture is in the list as a BMP. vcol bake results in white uv islands, no colour. There is something I am forgetting , any help would be great.

 

Cheerio

Bakes all messed up

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Hi, I've just started my journey into the 3d creation world and I'm having an issue I can't figure out. I am trying to create items for a game and I'm stuck at the texturing part (mapping, baking etc).

The programs I'm using are Blender, Zbrush, xNormal, Crazybump and Gimp. So I have created my first model in Blender, exported it as .OBJ to Zbrush and messed around a bit there. Then I exported a lowpoly and highpoly, brought the lowpoly back to Blender and UVmapped it mirrored.

Then when I once again export and put them both in xNormal, the bakes come out all wrong, I mean they don't look smooth that's for sure.

I've checked and both are the same size (lowpoly highpoly), there are no internal faces as far as I could see so yeah, please take a look and tell me what I did wrong! Probably something obvious or really stupid because, once again, I'm new to this Laughing out loud

Thanks in advance!

Problems with cavity map

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Hey, help me, please! I have a problem with a cavity map made ​​from the normal map. And shows the seams, but the normal map has no problems, as well as c occlusion map no problems. Chevron is visible only to the cavity map.
I tried to solve this is in many ways, but nothing came of it. In the application fast renders normal map without diffuse and cavity map in diffuse channel.

Optix/CUDA Renderer showing 0 VRAM

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Hello,

Is there something I need to do to have my GPU properly recognized for CUDA rendering in xNormal? Whenever I try to make use of that feature the xNormal preview window reports the message "GPU is rendering ( used 17Mb of 0Mb ) ** WARNING: VRAM paging **"

The memory used varies, the above message for example was using the Euro Flag example with ambient occlusion selected to render at 1024x1024.

My GPU is a GTX 670 4GB with the GeForce 327.23 driver running on Windows 8 x64.

  Was just wondering if there was something I was missing to have it properly enabled.

Cheers.

 

 

 

 

 

 

Baking vertex colors from Maya

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Hi !

Maybe I am doing something wrong, but I cannot get the "Bake Highpoly's vertex color" function to work.

I am exporting my models from Maya 2012, I tried exporting in OBJ, and in FBX (with 2010,2012 and2013), but whatever I do, the result texture is always empty, with only the background color.
I can bake normalmap without any problem, so the geometry itself should not be the problem.

Maybe we need to give a special name to the ColorSet in Maya ? I kept the default "colorSet" name, and it is in RGBA (I also tried with RGB only).
I also checked, and I can find the correct vertex color data in the Component Editor in the Polygons/advPolygons tabs. So my mesh seems correct, I tried many exporters, I don't really know where to look anymore.

I made those tests with both the 3.17.14 and 3.18.3 versions, and the results are the same.

URGENT help needed! Black artifacts

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Having some real problems here and Im on a strict deadline! I cant for the life of my find a solution to this on the net so either Im an idiot or its just not out there.

Im getting this with most of my models

BASICALLY...

I want this... 

...on this...

 

But I ALWAYS get this...

My Cage mesh is perfect. I get no errors. I let the raycasting tool thing go on forever. The only thing is that Im not giving it much resolution which explains the poor quality BUT... im more concerned with the random black bits. o_O Anyone know what could cause this? <br />><br />Cheers</p>


Does Xnormal Require Photoshop to be installed?

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Hey I'm trying to plan out a computer to run xnormal on, and I need to know if It must have photoshop installed  on it . if so  what version of PS?  I have cs3 on windows and cs5 on mac.

Thanks

Flat normal map reveals mesh edges! :(

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Ok so Here's my mesh with no normal map applied:

Here's the outcome with a FLAT/PLAIN normal map applied (There is no detail in this particular area of the map so it is that plain blue/purple colour:

As you can see from this next image, it is giving my mesh a hardened-edge effect - here's the wireframe:

At first I thought it was because of my edges being hardened in maya; softening the eges does nothing. Then I though it might have been because the faces aren't planar (but they are!) so...

Can anyone tell me what the hell is causing this?

Thanks in advance!

Cavity Map Production Quality Settings?

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What are good settings for a final bake of a cavity map in xnormal. I know 600-700 rays is good. And when in photoshop do i just overlay it on top of my AO Map?

Thanks,

Reed

 

General starting problems; issues of understanding the 'Flag base texture baking' example

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Hello there,

I am not only new here, I am also new with the topic 'normal map baking'. Well, maybe not completly new, but still new enough to be mostly clueless. Until now I have only baked some simple normal maps, that simple you can not make anything really wrong there.
Low Poly: Simple sheet/plane with an old game texture
High Poly: Displace Modifier (so yes, Max) on a "high detailed" plane. Changes there only got done by updating the (in max collapsed) PSD with the heightmap, which got used as material. Simple 'trick', everybody most likely knows.

So much for that.
BTW: Ignore the detailed explanations, I showed this stuff to some other people as well not having any clue what I am trying to do.
http://abload.de/img/bspstair1jdoww.jpg
http://abload.de/img/bspstair2i7pg5.jpg
the low poly stair is simple bsp for an older game for which I try to test around a little bit further. Since I wanted to be on the sure side I made at first quickly a simple high poly test model. Good thing I did not try out any serious. As you might see on the baked normal maps below, it utterly failed of course. After some tests without learning what to do, I made a change of plans.

Then I considered reengineering with one of the example files and was VERY SURE, I would figure out on my own how to proceed:
http://www.abload.de/img/xnormalswtfn3riw.jpg

No matter what I did setup during the SMB export of the low poly version (which obviuosly seems to be the reason for my f*** up normal map), my simple import and export already killed the whole thing. At this point I resigned and decided to ask for some professional help. Somehow I hope I have overlooked something. Maybe I have to config something different witin Max or whatever, but I could not google anything about that.

I can imagine nobody likes noobs and some users tend to say "RTFM" or links to whole books of tutorials. However until now with photoshop and modelling I learned various things by trail and error, by checking out other peoples work or simply step by step. But things are looking different here, as it seems. Basically I got told "you have to know everything to exclude causes of defects", which drives me nuts. Maybe it is only me, but really seems hard to find a start here.

I hope somebody has the patience to help me coming out of this hole in which I am sunken.

Issue when baking simple meshes

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Hello everyone, 

I have been struggling with an issue that i do not clearly understand. I am fairly new to all this, but i can't find anything as to what the issue really is.

 

All the sides of the side extrusions are being baked badly. 

My settings and checks :

1 : all polygons have correct normals

2 : i let the ray calculator run for 5 mins... copy results over.

3 : i tried to the cage, making sure the highpoly was in the cage : same result, even worst...

Pictures speak louder than words, so here it is :

 Image preview Image preview Image preview

 

I am really not sure what i am missing here, And since Cinema4d does not allow the baking of normal maps, i must use Xnormal ( i do not know any other ).

Please... help.

terrian editor udk

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I am trying to use the terrain editor within UDK and having issues... I have my terrain layer setup up and terrain material applied to it..I have three of them..

 

Right now when I go to paint the texture it starts raising the terrain....but i do not have the HeightMap select...even when I click on the actual texture

that is under the terrain layer it doesnt work...Also what does P mean over the terain Layer Setup?

Xnormal Problem Duplicated UV's

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I'm sure this problem must be around here somewhere, but i'm unable to find it,  maybe because i cant figure out where it comes from.

I'm trying to get normals and AO from a HIpoly model created in Zbrush into a lowpoly model created with topogun,   but appart from other visual problems, a weird uv map appears mixed with the proper low model uvs,    i've checked that the hipoly does not have those uv's( iguess thats  where they come from)  and also moved the lowpoly simetry 1 point to the right to avoid problems i've read about.


Stopping preview window with -aogpu batching

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I'm trying to setup a batching of ao maps using xNormal, and I've had better results using the simple ao generator. I'm calling it using the command line, but if I run the -gpuao flag it generates the map as expected, but then shows a window with the preview of the texture, and when I close that window it goes back to the simple ao window, which I also have to close. Can I run the -gpuao without these windows popping up?

3DsMax SBM Exporter - export using current frame transformations.

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Hello !

Thank you again for all your hard work, this is awesome !

We use xNormal in our office, and we also use the xNormal SBM Exporter for 3DsMax.
Everything is great, except one thing: The exporter only exports the geometry using the frame 0 in 3DsMax. But to bake more complex models, we often have to explode the mesh, and for this we simply create a keyframe on the frame 1, where we move the different parts of our model.

The problem is that the exporter only export the selection on frame 0 of the timeline. Therefore we have to move the keys back and forth. 
Do you think it would be possible to have the exporter exporting everything using the transformation of the current frame ?

 

Thank you very much !

Julien. 

 

Baking Detail Map into AO

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Hey guys I have a question for you in regards in baking in a detail file... now does xNormal have the ability to bake detail files into the AO map...? I am doing some tests right now on the detail map for the normal map, and I am hoping that this detail file will bake into the AO, since I am using nDO2 to modify the normals by hand. So, has anyone tried this method of baking out detail...? Thanks a bunch

Small Object in Editor

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When I load a OBJ object into xNormal it is extremely small, any reason as to why this is ?

Can xNormal be used when UVs are spread over multiple Quadrants?

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Greetings,

    My UVs are spread over 3 Quadrants as follows:

    i.e. ( U 0-1 ,  V 0-1)   +    (U -1 to 0  ,  V 0-1)      +    ( U -1 to 0 , V -1 to 0)

    Could someone please  tell me whether xNormal can still be used, and if so, do it need to do anything special in the workflow?

    Thanks very much.

Rajnesh

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