when using the ray trace renderer in toolbag 4 I have obvious grey lines at UV seams that are not visible when using the raster renderer.
I tried ticking on and off all options within the ray trace renderer with no result. I also changed the renderer from GPU to the nvidia and back again with no result. (i have an nvidia GPU)
Any ideas? I can try editing the UV shells but I don't think that helps understand the problem at all.
(note, this is a watertight mesh.)
Replies
@Sreliata
Thank you so much for your response, Alex.
The current workaround would be to create a duplicate version of your mesh with all UV sections that use SSS combined to a single UV set/material. So if you have a 4K UV set for the face and a 4K for the body, try combining those to a single 8x4K.
Another possible workaround would be to hide the seams behind sections of clothing, though of course, that is more involved.
@Sreliata
In any case: THANK YOU SO MUCH!! I didn't even expect to get a reply this quickly.
Here is the result of the way I did it, to get rid of the green lines:
You are doing it the very hard way. There is an easy way.
You need the source model and the target model. Same as any other bake.
The source is your model with multiple materials (aka texture sets.) The target is your model that has the UV's compacted and a single material ID assigned.
Make your baker in Toolbag and be sure to tick the option for multiple texture sets. Then you just bake as normal, except add teh options to transfer the albedo and roughness and whatever else maps you got.
It may sound a little complicated at first but it's simple once you work through it one time. This is a powerful way to transfer maps between models when you got to change UV's (which you'll likely do a lot when making games.) It's really worth learning how to do.
But yeah you can bake the maps in Toolbag, what you would want to do is:
If you end up completely repacking the UVs and rotating some UV islands, baking would be your only option since the normal map needs to be translated (which Toolbag will do when baking). But going from 2 or 4 1:1 UV layouts to a 1:2 or bigger 1:1 wouldn't need repacking, you would just move/scale the UVs so they fit in the 0-1 area, which should only take a few seconds to do.
Is it possible to apply an AO (Ambient Occlusion /Occlusion) map to another UV layer? Say, I have the diffuse on UV layer 1, and the AO Map on UV Layer 2. There is no option to choose what UV Set a map should lay on. Is there a workaround for that? ._.
Edit: nevermind. I think it's because Marmoset only reas .obj or .fbx files and.. somehow blender doesn't seem to export UV layers with it.
Other renderers might multiply the AO over the direct lighting or even reflection passes, but this generally creates an unrealistic, dirty looking result. Imagine an AO map baked underneath your stove, and then shining a flashlight down there. If the AO multiplied on all the lighting passes, the flashlight would never be able to illuminate that area.
As a workaround, if you need to multiply AO data on direct diffuse/reflection passes, you can load the map via the cavity slot, though this is generally not recommended.
AO maps are typically not needed when using ray tracing, as ray tracing provides occlusion - not just occlusion, but bounced lighting, which is more accurate/realistic than a simple AO pass.