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Published: 2015-06-30 00:38:30 +0000 UTC; Views: 17835; Favourites: 128; Downloads: 300
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Description
Here is a list I did of XNALara/XPS Render Groups. Original list here xnalara.home-forum.com/t225-le… (Thanks XNAaraL )Basically I organized them in groups of alpha and no alpha, according to the amount of textures used in each RG. And I've put together and highlighted the no poseable ones.
I thought someone might find it useful
Things you might want to know:
XNALara/XPS community uses some different names, so here I list the meaning of the ones I've used:
AO (Ambient Occlusion) = Lightmap
Normal (Tangent Space Normals) = Bump
Mini-norm = Mini-bump
Related content
Comments: 50
Zantetsukens-Cut [2021-05-27 00:21:54 +0000 UTC]
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junkymana In reply to Zantetsukens-Cut [2021-05-29 22:27:20 +0000 UTC]
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Zantetsukens-Cut In reply to junkymana [2021-05-29 23:43:00 +0000 UTC]
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penguincop24 [2018-07-09 18:24:45 +0000 UTC]
I wish there was one that had "Diffuse, Normal, Emission, & Environment"
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XnaFreak In reply to penguincop24 [2018-07-13 11:50:53 +0000 UTC]
"Diffuse, Normal, Emission, & Environment" is possible: New XPS Render Groups
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TastyMoonCheese [2018-05-17 20:24:24 +0000 UTC]
Ok, so this list is AMAZING. I reference it EVERY time I do a port CX
Thanks so much for sharing this, and please keep it up here for as long as XPS exists CX
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junkymana In reply to Otegine [2017-08-24 19:17:45 +0000 UTC]
Sorry for the lalte reply.
Mask is a texture used to give reference on what areas things will be affected by another texture. Mostly used for mini normal textures. In XPS it is used with 2 colors, red and green.
And example would be, lets say you have the texture of a shirt. Now imagine you want some areas of that shirt to have some specific normal/bump texture apart from the one that comes with it. Well, the mask will layer what areas will be affected by this specific normal/bump you want to use.
I hope it's been useful your you
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Otegine In reply to junkymana [2017-08-24 19:21:42 +0000 UTC]
Thanks for taking the time to reply!
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WondrousMoogle [2016-06-23 20:30:23 +0000 UTC]
this is an amazing table, ive been using this for a while now, really helped me out with my models!
however is it possible to get this updated? the new release of XPS has changed a couple of the render groups. (mainly the Environments I believe)
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junkymana In reply to WondrousMoogle [2016-06-29 14:09:17 +0000 UTC]
I'll try. Do you know what exactly are the changes?
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XNAaraL In reply to junkymana [2016-07-04 12:10:56 +0000 UTC]
-- My list xnalara.home-forum.com/t225-le… is always actual
-- XPS have (since XPS 11.2 - Wild Hunt Edition ) a "Material Editor" xnaaral.deviantart.com/art/NoM… with tool tips (mouse over effect) for every RG's xnalaraitalia.deviantart.com/a…
Updates for you table are:
- RG 26/27 has now (since XPS 11.7 - Shadow and Reflection Edition ) a optional fourth texture (alpha mask for reflection) --> Diffuse, Bumpmap, enviroment, Mask .. in this order
- RG 34/35 is no longer experimental (since XPS 11.7 - Shadow and Reflection Edition ) and support "real time reflection. Diffuse, Bumpmap, Specular --> xnaaral.deviantart.com/art/Mir…
- New RG 42/43 (since [BugFix Release] XPS 11.7.1 - Repeater Edition ) Diffuse, Bumpmap, Specular-mini-map
This is (so far) everything.
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junkymana In reply to XNAaraL [2016-07-09 14:26:12 +0000 UTC]
Thanks. I'll try to update it when I have some time.
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WondrousMoogle In reply to junkymana [2016-06-30 11:51:03 +0000 UTC]
from what I gather, the changes to render groups 26/27 are now diffuse, bump, Alpha Mask, and Environment. (I put alpha mask as you have to use the alpha channel to create the mask map)
I think there might be others, but I haven't used those or seen them as yet xD
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TastyMoonCheese [2016-03-22 15:06:51 +0000 UTC]
Thanks for the excellent chart, Junky! *hugs you*
This really helped me fix a bunch of the models I'm porting, I was finally able to get the transparency fixed on a bunch of them, thanks to you <3
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junkymana In reply to TastyMoonCheese [2016-03-25 13:11:45 +0000 UTC]
I'm glad you find it useful
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junkymana In reply to Quselli [2015-11-26 14:39:37 +0000 UTC]
Pretty much what it says. The existing XNALara/XPS render groups until the date, but organized by the use or non use of alpha values according to the ammount of textures supported.
I find it nicer and easier to find the RG needed.
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junkymana In reply to Quselli [2015-11-30 12:58:14 +0000 UTC]
Oh, well. Lets start from the beginning.
Do you know what the RG in XPS are and how they work? I mean, not the technique stuff, but as a XNALara/XPS user
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Dabnis-Sinbad [2015-09-06 14:24:50 +0000 UTC]
A great table!
This is why I browse other user's "Favorites". Never can tell what you will find.
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XNAaraL In reply to Dabnis-Sinbad [2015-09-09 05:33:23 +0000 UTC]
Browsing other users "Favorites" is a good choice.
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0x0000001a [2015-07-01 00:49:05 +0000 UTC]
Cool! This is very useful! I was just recently wondering about these render group numbers as I am just getting into customizing XNA models in blender and such.
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junkymana In reply to 0x0000001a [2015-07-01 02:35:28 +0000 UTC]
I'm glad you find it useful. Enjoy
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Tokami-Fuko [2015-06-30 10:18:12 +0000 UTC]
Wow! I was need this inform! Great thanks for you!
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junkymana In reply to Tokami-Fuko [2015-06-30 13:35:19 +0000 UTC]
I'm glad you find it useful
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O-Luna-O [2015-06-30 10:04:28 +0000 UTC]
nunca entendi esto de los rendergroups, si un dia tienes tiempo podrias explicarmelo? Quiza asi conseguiria mejor calidad en mis mods
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junkymana In reply to O-Luna-O [2015-06-30 13:34:57 +0000 UTC]
Cada RG tiene un uso limitado de texturas. Dependiendo de las texturas que quieras usar, tienes que elegir que RG te conviene más. Aun así, habrá veces que tendrás que hacer tus propios "inventos" para cada modelo, debido al limite de cada RG.
Por eso quiero el nuevo formato NGFF, que solo hay que poner texturas y no preocuparse de estos RG. Seguramente seguirán habiendo límites, pero siempre será mejor que tener que usar un RG en funcion de las texturas que queramos usar
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XNAaraL In reply to junkymana [2015-07-01 07:25:19 +0000 UTC]
Traemos una guía detallada ... Un proceso un poquito difícil, pero sumamente gratificante.
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junkymana In reply to XNAaraL [2015-07-01 13:02:02 +0000 UTC]
Lo sé
Aquí solo intento hacerlo un poco más simple y actractivo.
Es una tabla que he hecho para mi. La he organizado en base al uso de alpha o no y tambien he separado los RG que no soportan movimiento. Me resulta más fácil y cómodo así. Y he pensado en compartirla pensando que a alguien más le podría ser útil
Igualmente he puesto el enlace de la tabla original para que la gente le eche un vistazo si necesitan más detalles. Sin la tabla original no podría haber hecho esta
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O-Luna-O In reply to junkymana [2015-06-30 14:38:45 +0000 UTC]
eso estaria bien, pero es posible crear ese nuevo formato?
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junkymana In reply to O-Luna-O [2015-06-30 15:02:01 +0000 UTC]
En principio sí. Creo que tienen que hacer un nuevo shader que permita utilizar todas las texturas y luego hacer que las reconozca en función de como estén nombradas. Ahí es donde los usuarios tendremos que acostumbrarnos a usar un estandar para nombrar las texturas.
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junkymana In reply to jakerockwell [2015-06-30 13:27:10 +0000 UTC]
I thought it might be, you're welcome
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junkymana In reply to Dangel-Deviliono [2015-06-30 13:26:14 +0000 UTC]
Is the list of the existing render groups of XNALara/XPS, but organized in a way I personally find easier to work with
What don't you understand?
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Dangel-Deviliono In reply to junkymana [2015-07-01 05:07:16 +0000 UTC]
Don't understand all XD
I know you are teaching me about render of Xnalara, but I don't understand everything in your table
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junkymana In reply to Dangel-Deviliono [2015-07-01 13:07:37 +0000 UTC]
Well, each RG has a limited amount of textures you can use. Here I show the current existing RG for XPS, wich you can find the original table in the link of the description. I just organized them by the ones that uses alpha and the ones that don't, according to the number of textures they use. And I've separated the no poseable ones.
For example, RG 3 uses 2 textures, diffuse and lightmap; but no alpha support. RG 9 uses the same amount of textures, but with alpha support. Therefore I put them together and used the same colour to visualize them
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Dangel-Deviliono In reply to junkymana [2015-07-02 05:14:33 +0000 UTC]
Oh, I'm understand
Thank you
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