Hello everyone,
So i've come across this weird problem that i get seams in my normal map regardless of what i do, happens with almost every software except maya ???
Encountered this behavior on part of my mesh, could not fix it and then went back to basics with a cube
Here is my setup for low poly:
>Left one is HP right is LP encompassing HP, plus vtx normals/hard edges
>Standard hard edges on separated uv islands
>Triangulated, LP is same as HP only things sticking out of hp are 90 degree edges
>Have cage (can be used in xnormal and maya)
Below is a huuuge image displaying the problem in substance painter 2
Regardless of the tangent spaces and stuff there is always a seam, now i know i shouldn't be too picky and there will always be seams in normal maps. However i kiiinda don't think they should be this obvious, since the SP and marmoset give worst result
Plus normal map from maya is 512 and almost no seams, unless i go in really close with camera, and even then it holds up satisfactory.
So if someone can give me some sort of explanation i would be forever grateful, since i doubt that literally only maya can give satisfactory results while other programs that are kinda industry standards can not, also interned is full of people making/baking good normals in the aforementioned programs... must be me missing/overlooking something...
Thnx in advance you guys
Replies
"interned is full of people making/baking good normals in the aforementioned programs... must be me missing/overlooking something..."
Fair enough, but these people also probably put all the odds in their favor by using best possible practices. Now of course trying to get down to the bottom of an issue by using a worst case scenario can be valuable ; but in your case, you are currently doing this :
In other words : you are feeding the harshest data possible (a hard edge, with completely discontinued vector data across said edge, encoded into a low res RGB texture) into a system that is best used to handle very minor, tertiary changes in surface quality.
In a way what Maya does or doesn't do to make things appear smooth is almost irrelevant. Sure enough, understanding what it does math-wise can help you find out issues and understand how the whole thing works math-wise (especially when working with an engine that has been precisely designed to be 100% working with Maya data) ; and as said, working with worst case scenarios is a good thing to do as far as research is concerned. But if your goal is to create assets that look just as smooth/good as what you see on awesome portfolios online, then you should start by using the least fragile setups - as in, not putting hard edges and UV splits around a model without a reason.
Basically what I am trying to get at is, while there is value in understanding what's going on here, knowing this will not necessarily help you in your bigger goal.
I hope this makes sense
https://shaderbits.com/blog/uv-dilation
happens all the time on meshes coming from zbrush with crude UVs going on. we have export settings for our HPs which turn off export texture coordinates for all meshes before export, just to avoid these hard edges.
No ?
It sounds to me like something that would only be somewhat useful in the case of having both : hard edges in the middle of a continuous smooth surface *and* rays being cast split over that edge - which are two things that shouldn't be done in the first place anyways. And even there, it would require to manipulate the pixels on the "right" side of the edge too, for a smooth transition. So I guess I really don't see when that could possibly work
It's a bit of a common topic when it comes to normal mapping/baking issues : people often trying to develop complicated workarounds, whereas the issue is actually being caused by bad practices.
https://polycount.com/discussion/149028/padding-issue
Or else we could have kept on with broken tangent space workflows, "dont worry, just put dirt on the texture, it will hide it" (Yes i've seen that.)
Actualy in my example in that old thread baking process get hipoly information beyond uv shells, so it real geometry data, instead of tricky padding that just "hide those artefacts".
Eeew ..
Just to make sure : was that tubular mesh sporting hard edges in the middle of the cylinders, and/or a split cage at the location of the seams ? In any case the processing does look useful, but I am just curious as to what the starting point actually was.
It would certainly be interesting to see this make it's way to commonly used tools .Blender ? Toolbag ?
By all means the result with the special post process does look great, flawless even ; but I find it odd to see such breaks in continuity in the initial raw bake. Of course it is a bit hard to tell from just pictures as there are so many factors involved, as always.