Hello,
After I export my textures sometimes (like right now) I'm having a problem with padding where the padding is bleeding into other UV islands.
Please take a look at the baked normal map from MAX to have an idea where the UV islands are.
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And as an example here is the roughness map exported from Painter. Padding is going on top of everything.
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And this is how it looks in painter before exporting:
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Replies
The padding is generated based on the uvs from a texture set. So if you separated the mesh in two materials, the padding generator is unaware of the UVs presents in other texture sets.
(Note : you can move the second toolbar -the lazy mouse- inside the first toolbar if you want to gain some pixels on the screen. )