Hey-yall.
Recently our studio has be cranking on particle fx- and a big part of that has been making fx sheets.
Something that would help out our mipping greatly is the ability to pad the pixels on the alpha mapped edges with pixels of the same color.
anyone know anything?
Replies
But this is just for the base colour
http://www.flamingpear.com/goodies.html
Free filter at the bottom of the page.
i use this. just remember that you need to make the areas you want to fill with padding transparent first.
OR flatten your image and put mask in the alpha channel. Then select all r, g, b and A channels and apply Xnormal dilation.
If I need to add padding in PS, I use Solidify.
Here's an example with non-AA UVs. I prefer the more even results I get with Solidify.
Xnormal has a maximum dilation of 32 pixels, while Solidfy does it all in one click. But in the end it's really just an aesthetic choice, both mip about the same.
Does anyone see a difference between Solidify A, B and C? Seems to do the exact same thing, but might depend on the nature of the texture.
https://shaderbits.com/blog/uv-dilation/
I don't use UE4 but that looks like a more clever approach, and should fix some artefacts with normal maps aswell.