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Old 30-01-2008, 08:00 PM   #41 (permalink)
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Version 3.14.1 was released!
xNormal web home page
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Old 30-01-2008, 08:05 PM   #42 (permalink)
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edited
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Old 24-02-2008, 03:54 PM   #43 (permalink)
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The 3.14.3 was released:

- Simulation of three lights in the 3D viewer
- More fine detail control
- Solved some minor bugs
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Old 24-02-2008, 07:22 PM   #44 (permalink)
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Does this program generate Object Space maps as well?
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Old 28-02-2008, 08:26 PM   #45 (permalink)
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Quote:
Originally Posted by Bunyip7 View Post
Does this program generate Object Space maps as well?
Yep, it does. To do it, go to the "Map options" tab... select the "Normal map" map type in the combo box... click the "..." button to see the normal map generation options and then uncheck the "Tangent space" checkbox.
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Old 29-03-2008, 03:58 AM   #46 (permalink)
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xNormal 3.14.4 has been released!



- SSAO in the DX10 graphics driver
- Fake indirect lighting in the DX10 graphics driver. Added a Cornell box example to show this.
- Recompiled using SSE for extra speed
- Improved a bit the quality of the raytracing graphics driver ( I have secret plans for that )
- Corrected several bugs
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Old 25-08-2008, 05:00 PM   #47 (permalink)
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The final 3.16.0 is available.
thx
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Old 07-08-2009, 04:42 AM   #48 (permalink)
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Hey i've got an issue here, actually i just started using x-normals for generating normal map, i must say it's really fast and and top quality wid results but my problem is that i'm doing hard surface modeling and the thing is that i just want my HIGH RES model's shading information in my NORMAL map but it's also calculating my LOW RES model'd shading info and merging that up in my NORMAL map.

Is there any solution by which i can generate a normal map regardless the info of shading of my low poly mesh. Just like MAYA generates Normal maps.

Help.
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Old 08-08-2009, 09:29 AM   #49 (permalink)
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The reason it includes the lowpoly's shading is an attempt to nullify the lowpoly's smoothing-errors within the normalmap. So in order to get rid of that, you'll just have to set proper smoothing-groups/hard and soft edges, so that the llowpoly smooths properly, and then make sure that the exported file has the same smoothing-groups.
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Old 12-08-2009, 04:42 AM   #50 (permalink)
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Quote:
Originally Posted by Tiros View Post
The reason it includes the lowpoly's shading is an attempt to nullify the lowpoly's smoothing-errors within the normalmap. So in order to get rid of that, you'll just have to set proper smoothing-groups/hard and soft edges, so that the llowpoly smooths properly, and then make sure that the exported file has the same smoothing-groups.
Agreed.

Make sure when you are exporting your OBJS from Maya, go to your Export Selection Option Box and Under File Type Specific Options have Smoothing & Normals Set to ON.
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