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Please see the System Requirements page for more information on the minimum and recommended system requirements for Knald.
Knald periodically requires an active internet connection in order to contact our license authorization servers. This check is preformed to ensure that your machine is authorised to run Knald and once license authorization has been confirmed you can continue to run Knald off-line until you wish to update the software (when an update is released)
To ensure that the authorization servers can be contacted please configure your network so that the following addresses and ports are assessable from any machines Knald is installed upon.
Many studios and university networks sometimes block the ports required for Knald's license/authorization process - please contact your network administrator to ensure the required ports are open and any proxy servers are not blocking HTTPS traffic for the above addresses.
Following the initial activation, Knald will re-authorize with our servers whenever the application is launched. If Knald is unable to communicate with our servers during startup, it will allow up to a 30 day grace period before authorization is required for use.
Here are some things you can try that might help you out:
Some NVIDIA drivers have been reported to cause problems with OpenCL/OpenGL. Please do not use the following drivers with our software as they are unsupported by us.
On some occasions errors within Knald are due to cached shaders that the driver hasn't compiled correctly or are corrupted in some way. Whenever you install a new driver we always recommend that you perform a clean installation and delete any cached shaders if they are present on your system.
Performing a clean installation of your drivers and deleting shader cache is simple and you can learn how to do it on the Clean Driver Installation page
If you are still having issues, please contact us! You can reach us via e-mail at: firstname.lastname@example.org
We are unfortunately unable to support any kind of virtual machine for use with our products. This is due to GPU driver functionality and hardware acceleration being severely limited in such virtualization scenarios.
When using a virtual machine the sandbox does not have direct access to the GPU via direct passthrough and as such resorts to GPU emulation which gives the ability to run some 3d programs.
In addition, GPU hardware vendors often restrict direct passthrough functionality on consumer GPUs, which would be a prerequisite for any compute program running within a virtual environment, preferring to keep that functionality for workstation graphics.
Please see the minimum requirements for more information on the minimum and recommended specifications required needed to use our products.
When submitting a bug report to us you will need to include a minimum of the following:
An example bug report might look similar to the following
In the case of any of these issues, please check the following:
Below you will find a rough guide of how much contiguous VRAM is required on a single GPU in order to process the various texture sizes listed through The Integrator1)
Striations such as these are often due to the bit depth of your source images being too low. As a result of this limited precision, it can be difficult to reproduce variations of angle and slope with acceptable accuracy.
We suggest the following solutions to fix these issues:
This is a side-effect of Knald applying the integrated height map to your mesh. Sadly, it is not currently possible for Knald to generate perfectly correct values around the UV islands (which are typical if the normal map was baked) resulting in the possibility of minor visual aberrations when applying the exported height maps to UV containing meshes.
This error can occur (and is often coupled with a 'This app can't run on your PC' error) if the application your are trying to open the exported textures with is closed but still running in RAM from the previous time it was used. To check if this is the case please open Task Manager and ensure that any previous instances of the offending application are not already running & closing them where necessary.
Rather than using the de facto industry standard of Alpha as a mask some image editors always pre-multiply the alpha channel data and delete the masked pixels, resulting in transparency and no dilation/bleed on import. Unfortunately there is often isn't a way to change this behaviour internally within many image editors, so it can be prudent to try another image format or application that handles the data in a more expected manner.
Single channel textures exported from Knald do not currently support Alpha Channel data.
Checking/Unchecking the Enable Copying of Alpha Channel data to Clipboard option within the preferences will enable/disable the copying of Alpha channel data to the clipboard from within Knald.
While Knald fully supports Alpha in the Windows clipboard, some applications fail to correctly interpret the data, requiring this option to be enabled or disabled depending on image editor support.