Hello everyone! I`m modelling a simple house and baking maps in Substance painter but ran into issue on position map so i looked at the uv editor and saw that some polygons on stacked uvs has slight difference in shading - those are the very same polygons which give me an issue on the position map, but i have no clue how to fix it and couldn`t find anything about it in google, my head is blowing up please help!
I tried to clean up, unwrap it again? reverse normals, but this thing is still there
Replies
I found one way how to bake without this error - is to move shells to other UDIM, bake in substance, move shells back and reimport the model.. such a rough patch but it works. Doesn`t fix the problem though.
Each pixel in a position map is a representation of the mesh in object space, when you you have an overlapping UVs in 0-1 space you will have changes like you see when a ray ends up casting from a mirrored overlapping polygon whose world position is totally different from the other shell. When you have these shells offset, they will share map to the same pixels on the texture, but be ignored for baking.
You unwrap job doesn't seem to be very good either.
the different colors in your UVs indicate that some of your UV shells are flipped. Spread out your UVs to find all shells that are completely red and select them. In the UV Toolkit under Transform click the flip button (most likeley in U direction), this should correct it.
Hope this solves your problem.
Best,
CJW
What is wrong with my unwrap job? why is it not good? i would appreciate any help..
Hey CJW! Thanks, yes i know it was made on purpose to save uv space and textures to work correctly on the model (symmetrical and alighned properly) but thats not the point. some faces on uv ( only when they stacked) appear with a slight different color but it has to be evenly purple (overlapping red and blue) - at the second picture you can see there is only - left and right wall on top of eachother and front and back, nothing else. if to flip it they look evenly blue or red (depending what you`re flipping of course)
If you have stacked UVs that bake correctly you'll get weird results in your position map because the offset faces are displaying position information from another face.
This may or may not be fine depending on your use case.
Thank you all for comments and help)
You can have both though. Duplicate your now optimized model, give it unique UVs in 0-1 space and call it your working model. Texture your working model, and bake the textures from the working model to the optimized model.