xNormal and Curvature Map - Doesn't work.
Hello again. One more time, thank you for this software, it has been doing cool stuff for me.
Currently, I'm struggling with Curvature Map: I am trying to generate a Grayscale Curvatures Map like Blender's Dirty Vertex Paint, or Lightwave's Dpont Curvatures node (top row, second from left) so that:
(wow i didn't know the forum would show attachements like this :S)
jogshy, thank you for your work.
I understand how curvatures work in concept, but I am a non-coder =S
To me curvatures seems to be a vertex color map that is generated at each vertex, based on the angle with the neighbor vertices. Once that is done, it would be like baking any other vertex color map to the Low Poly.
Anyway here's a source, from where Dpont made his Curvatures Node: http://gfx.cs.princeton.edu/pubs/_2004_ECA/index.php and the paper http://gfx.cs.princeton.edu/pubs/_2004_ECA/curvpaper.pdf
When you say yo play with the search distance, you mean to give up of the cage and dial min and max numbers?
Thank you for your time.
Cheers
Thanks for the interesting link, I'll take a look.
>When you say yo play with the search distance, you mean to give up of the cage and dial min and max numbers?
Nope, not related to cages.
Press over the "..." green button near the "Maps to render->Curvature map" to show the curvature map's render options.

Play with the "search distance" and also with the "Bias".
Thanks I got much more expected results (attached)
Btw, sure your object is centered near the (0,0,0) world origin. The Bias is relative to the object's radius so if your object is not near the world origin it won't be accurate.
Ah so the Bias value should the distance between the farther away point from the origin and the origin? Like the blue length in the image?
So the best would be to have the object centered at the origin?
Is this Bias concept the same for the Ambient Occlusion?
Thank you for the heads-up and for making it crystal clear.
Cheers
Yep, always try to export your model centered at (0,0,0).
Yep, bias is more or less the same concept than AO.
ps: That cube is not centered at (0,0,0) really 










You might want to play a bit with the search distance or you could try with a convexity map instead.
However, to be honest, I've never understood how curvature works. I tried to develop the algorithm but I'm really lost.
Hopefully, for xn4 I'll let you to write your own render shaders ( with LUA ) so you could write your own one or to modify the existing ones.
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