Punk Punk Old car Marvin Washington's Captain America Jen Morgan's Female character Moises Gomes's truck model Sumo
More projects using xNormal
March 11, 2008. Maya normal map tutorial. permalink
Added a new video tutorial about how to visualize correctly the normal maps created from xNormal in the Maya's realtime viewport.

More information in the tutorials section.
Maya normal map tutorial
February 24, 2008. xNormal v3.14.3 released. permalink
Now you can specify secondary and tertiary light colors to simulate multiple lights in the 3D viewer. Although this is a trick I think it works very well !

Added more control to the fine detail. Now you can use the scale factor to control the elavation of the height map and also to specify the heights-to-normals algorithm.

Some minor bugs were solved too.
Three light simulation
February 9, 2008. xNormal v3.14.2 released. permalink
Now you can specify the "smooth normals" option for the highpoly meshes ( why I didn't put this option before? ).

Added a "mesh scale" option in the Simple AO GPU tool.

The DX9 graphics driver now uses less VRAM to store the normal maps.

Corrected some minor bugs.
Less VRAM
January 28, 2007. xNormal 3.14.1 released. permalink
Added a DX10 graphics driver with HDRI, improved bloom effect and sightly better soft shadows.
Of course, DX10 runs only in Vista... so if you use WinXP this driver will be ignored. 

I plan to make new graphics drivers with more advanced effects once OpenGL 3.1 is available ( so you could execute it on Windows 2k/XP )... and perhaps I could improve a bit the DX9 and OGL ones in the future.

These are some of the features of the new DX10 graphics driver:
 DX10
HDR glow MSAA trnasparency
Improved glow and HDR support Multisample antialiasing transparency support
Vista
By the way, i'm looking for a new example showing all these new features... so if you wanna donate some scene I will be very pleased, thx!
Added an useful text information in the 3D viewer: the maximum cage distance. You can measure better uniform ray distances and height limits just going to the "edit cages" mode and looking at the text's value.

The height map rendering no longer requires to enter manually the min/max ray length in the options dialog. Now uses the cage as limit or the const uniform ray distances on the highpoly mesh list.
Max cage distance
Finally, solved some bugs ( including a crash in the Simple AO GPU tool when loading files with more than one mesh inside ).
January 18, 2007. xNormal 3.14.0 released. permalink
Added Luxology Modo, Nevercenter Silo and Geomview mesh importers.

Also solved some bugs in the Ogre importer ( flipped UVs and tangent basis data ).
Modo mesh support Silo mesh support
Solved several bugs in the PLY mesh importer.

The PLY, OBJ and ASE mesh importers now consume less memory. Used the Stanford's mesh collection with 1,5Gb of RAM to test. The Lucy mesh ( 116M points, 40M polygons ) was loaded without problems with that amount of memory.

The realtime ray tracing graphics driver has been optimized to manage big meshes better.
Standford's mesh set
Added per-vertex ambient occlusion computation in the simple GPU AO tool.

This is good because you don't need to UV-map the mesh... and can be used in the traditional AO rendering to accelerate the highpoly-lowpoly projection a lot!

The 3D viewer was adapted to show the per-vertex-AO in both highres and lowpoly mesh models.>
Per-vertex AO
Changed completely the rendering system to make it more efficient and to consume less RAM. Now uses a "bucket" approach. Now is possible to render 4k x 4k maps with full antialiasing without problems.

The new adaptive sampling render system allows to generate the maps faster when you enable antialiasing. A diagnostics option has been added to see visually the sampling density.

Modified the preview window to show the realtime progress of the render.
New bucket render system with adaptive sampling and realtime preview window
To finish, the maps baked don't use the alpha channel anymore. Now you can use "paste" or to enter manually a path in the file boxes. Some bugs were corrected too.
January 3, 2007. New tutorial. permalink
Added a new tutorial with a trick to use the 3.14.0's Simple GPU AO tool to compute per-vertex occlusion and to render the traditional highpoly-lowpoly projective ambient map faster.

In this tutorial you can see the basic functionality of this tool. You will need Adobe's Flash Player to see it.
Simple GPU AO tool tutorial
December 2, 2007. Visits and downloads count. permalink
Weee! Today this page reached 3M visits and almost 1M downloads!

Thanks to all the people who downloaded the application and also to the contributors who make xNormal better!
Bananas  Bananas  Bananas Bananas Bananas Bananas
November 2, 2007. Blog. permalink
Just want to remind you that I usually put future plans and some comments in my blog http://santyhammer.blogspot.com . Feel free to visit it and read about the upcoming xNormal versions! Santy's blog
November 6, 2007. xNormal v3.12.0 released. permalink
Added PRT-p and PRT-n map rendering support for the upcoming game Wing Commander Vega Strike .I want to thank Dan Watkins and Claudio Freire for all their help with this new amazing GI technique! Wing Commander : Vega Strike
Probably the most exciting changes are these two:

A fully-GPU-accelerated ambient occlusion generator tool! Very simple to use and 100x faster than the typical one. Its speed surprised me. Baked the smiley example at 1024x1024 and 128 samples in... less than one second! And all this with a cheap 70$ GeForce 8500!

Also added a cone mapping tool ( improved parallax effect ). I wanna thank Jonathan "lonesock" Dummer and Fabio Policarpo for their help.
GPU-accelerated AO generator and cone map tool
I included an experimental 100% software raytracing graphics driver.

It's still on "alpha" state... its performance is not very good but.. hey, is a start! and is not at all optimized! I think is good also for the people without graphics card because is able to run in 100% software mode ( it does not require OpenGL/D3D or any hardware ). Did a new example to show the raytraced reflections.
Realtime ray tracing
Added 3dsmax 2008 support for the .SBM mesh exporter. 3dsmax 2008 support
Also added a video recorder inside the interactive 3D viewer. Just press F9 to toggle it.

You can save a video file with your mesh models while the camera is rotating, you can record the normal mapping effect when light moves, to make demo reels easy, etc...

It's possible to select the video codec to use. I added the wonderful XViD MPEG4 encoder to the xNormal install package... so you can select it to make nice demo reels.
Video recording
Added an Ogre engine mesh importer/exporter thanks to Paul Cheyrou-Lagrèze and Steve Streeting. Currently are in "alpha" state but can read/write well the Ogre binary mesh format ( the XML one in a near future... ).

The Ogre importer/exporter source code is provided in the xNormal SDK in case you want to expand it or to collaborate on its development.
Ogre 3D mesh support
Corrected many OpenGL problems with the Radeon HD 2XXX cards ( white shadows, crashes, etc...)

Improved PLY compatibility ( now xNormal can read well the Standford's mesh collection ).

Added a new normal map - to - cavity map method: The EMBoss one ( I think it gives very good results ). Also added a new method to compute height - to - occlusion map.

Corrected tons of minor bugs ( including one related to AO computation that was making it much more slow than should be! ) and polished some small details.
ATI Radeon HD 2900
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Optimized for 1024x768 and Mozilla Firefox

(c) 2005-2010. Santiago Orgaz & co