Trying to get some bakes done. This is just a simple 6 sided mesh piece. All UV shells are their own shell since it's 90 degrees and each UV shell is hardened. Im still getting these noticeable seams at all corners. It looks fine from a little zoomed out, but is this normal? How do I fix this?
Using Maya and Substance Painter.
Replies
http://polycount.com/discussion/comment/2631386#Comment_2631386
http://polycount.com/discussion/200700/substance-painter-baking-problems-seams-seams-everywhere#latest
Long story short, problem might be with your smoothing groups or edge loops.
Can anyone explain what the Dilation Width is and what it does? Also, is there a way to tell how many pixels apart my UV shells are? Is there a script to space them all apart at a specified pixel distance?
I adjusted the UVs a little bit and set the Dilation wide to 16 and got a little better result, but its not perfect. Here's the results:
Could it be that I'm just looking at mesh too closely and nitpicking? You will never see the mesh this close up and once all maps are on. By the way, this is an old TV, so that piece is a side wood piece.
Even or not, I just meant the shells themselves were probably not receiving a whole bunch. There's a couple things here, the UV's have a lot of wasted space, especially since they're all straight/rectangular uv's, you should get a very tight pack out of it. What's your high-poly look like?
But yes, there comes some times where you're simply looking too close and being nitpicky, it happens
Dilation is where the pixels at the edge of your uv shell are stretched outside the shell, dilation distance is how many pixels that goes on for.
Dilation is there to help deal with filtering and mipping artefacts and is absolutely essential if your UVs aren't snapped to pixel boundaries.
strictly speaking at 2k you need a minimum of 8 pixels dilation to prevent mipping artefacts which means you want a total of 16 pixels between shells. In practice you can get away with half that for most hardsurface type assets.
The distance you need is connected to texture size due to the way mip-mapping works - i believe there's an entry in the polycount wiki explaining it all
There is an element of nitpicking about this - normal maps are not perfect and this is the worst case scenario for a normal map bake,
If you need to see the edge of your asset that close and it's supposed to be bevelled you're much better off actually bevelling it.
Someone recommended me to bake inside of substance designer as this is seemingly a bug inside of painter, but I did not try that.
here is something that may work (up to varying degree of success because... normal maps
Try baking normal map in maya if it bakes out fine (ie no seams) its the problem with normal map/tangent space calculating algorithm thingy, in short different bakers have different results (slightly but enough to cause seams ) so if you have good results from maya you
either bake in substance entirely, or try triangulating low poly>freeze normals>bake in maya and use that normal map in substance.
cheers and happy baking
edit:
regarding normal map spaces and thingys, this may be usefull:
https://forum.allegorithmic.com/index.php?topic=10304.0