• xNormal ignores parts of high-poly mesh
    2 replies, posted
I was testing out xNormal for the first time and somehow it ignores some geometry during rendering: [img]https://i.imgur.com/m97CfAc.jpg[/img] On the left is the high poly test mesh (the low poly mesh is simply a cube) and next to it are the normal and AO maps who were rendered with the same settings. Since all the geometry was calculated correctly on the AO map, it can't be a problem with the ray distance settings. I used the default settings for everything except ray distance which was adjusted to the scale of the mesh, but it goes beyond the extruded geometry. At first I thought it was all the geometry that was added and grouped (so it doesn't intersect with the model), but I tried making it all one volume (like for 3D printing) and the results were the same. I tried to find help on the web but couldn't find anything.
It is catching the geometry. The geometry just has the same surface normal as the cube behind it. Height doesn't really factor in for normals. If you were to add bevels to your floating bits of geometry they would then appear in your normalmap.
Thank you! That makes sense. Heightmap rendering and converting it is then.
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