Hello everyone i made this image to ilustrate something i have been trying to get to be seen lately and only now had the time to write it up ! Hope i am clear and if you have any questions please write them
I have also attached the maya file and the respective objs and the TGAS for further comparizon
EDIT : trying to attach the image with the [img] tag so that it is fully zoomed in to no sucess, so please right click and choose view image . Sorry
Replies
http://polycount.com/discussion/149028/padding-issue
tbh i don't quite see why you cant blur your normal in photoshop, if you have dialation on, your normal seams wont be affected by it.
lets face it, if you are making a hero asset where this is realy important, you are gonna touch up the normal in photoshop anyways. and if you are making some generic stuff, then your texture res will probably be too low to notice. another solution would be the star citizen way of having your floaters as normal decals on the actual low poly.
Touching up a normalmap on a hero asset is a recipe for disaster though - even merely blurring it would create artefacts/broken surfaces ...
(Now of course if there is a deadline coming and there is no other way to fix an issue I can see how one would rely on this as a last resort. But other than that that's quite dangerous as it means that the asset cannot be rebaked if needed ...)
Now I do agree that it is best to not even need edge softening in the first place, as you said it. But still I think it would be great to see it being more widely available, because some interesting art styles/workflows could be designed around it.
I know Tor Frick uses that all the time in his baking process. I agree that it should be in a lot more baking tools though.
just try it out for yourself
Apart from floater edges, a blur implementation will also help with intersecting highres edges (in xnormal they're really jagged), and with resolving super low res bakes, as seen below (same size, baked in 3dsmax, Maya and Vray, or with: no blur, default Maya and Vray Soften).
3dsmax has a good array of blur filters, but last I checked they only worked at regular renders, not baking, such a shame.
It's not content aware, so it blurs everything indiscriminately and can cause problems with seams if you have a seam that cuts through anything with detail. If your seam is on an empty or relatively detail-less area, you probably won't notice any issues. The blur is also generally subtle enough that it won't cause major issues with seams.
If you can bake in 16 bit rather than 8 bit, you can easily get the same effect no matter where you bake. It's important to bake in 16 bit so you can down sample to 8 bit and get proper dithering. We may add this to the Toolbag baker at some point, but for now, anyone who needs this feature can do it in Photoshop.
Here's a link to that image in full resolution: https://dl.dropboxusercontent.com/u/499159/edgeblur.png
The reason for difference in the seams is the actual color values in the original normal maps vary, so the exact appearance of seam varies as well. But it's clear that it's blurring in a very similar way, and that seams are not accounted for in Maya.
You can check out the content here: https://dl.dropboxusercontent.com/u/499159/Bake Blur Test.zip