Hi guys, i`m new here
I`m using marmoset 4 to render my character (has udim uv, for best resolution maps) and i setup one material for each udim.
It`s working with raytrace turn off, but when i turn on raytrace, appears a line where the material ends.
Anyone knows how to fix this?
raytrace off
raytrace on
uv layout/udims
Ps.: Sorry for the terrible english...
Replies
A workaround would be to remap the UVs so they are all on a single texture set/use a single material. The easy way to do this would be to combine the maps in Photoshop. For instance, if you have 8x 2x2K textures, you could create a single 8x4K texture, and move/scale the UVs accordingly to match up with the new layout. There was a recent thread that went into more detail about this process: https://polycount.com/discussion/224230/toolbag-4-ray-tracing-render-shows-uv-seams#latest
PS: there is a significant amount of wasted space in this UV layout, so you may be able to remap the UVs to a single texture set and bake the textures to the new layout while retaining the same amount of texture detail, but using a texture that is probably about half the size. UDIMs don't typically provide many benefits for an asset like this until you need many 16K textures, as you may run into hardware issues when using 32 or 64K images.
I hope this will get fixed in the future, since Blender Cycles, nor Arnold and other programs do seem to have this issue at all. It would be super convenient not having to re-do everything !! ^.^