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Issues with tiling module. Seam between my meshes

Barrie
polycounter lvl 6
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Barrie polycounter lvl 6
Hey,

I am trying to tile a small UV-island into a cable but I keep getting this seam between my tiling meshes. The normal map is baked from a straight cylinder onto a plane. But when I start to bend the lowpoly with the normal map applied I start getting these seams. When the mesh is flat there is no seam.

The meshes are combined, vertices merged and edges softened.


Replies

  • Eric Chadwick
    Problem 1: please update the subject line to include your software. More about that here.
    Problem 2: include the version number in your post, and exactly how you're rendering the model. If this is Maya is it Viewport 2.0 with _ settings, etc.
    Problem 3: your normal map has extreme gradients, which will cause shading errors in lots of renderers. You're basically telling the renderer that the surface normals on the edges are pointing away from the camera, so the renderer often doesn't know what to do there... normals pointing away from the camera are usually culled, for example.

    What's the intended result?
  • gnoop
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    gnoop sublime tool
    if you tile the mesh rather than the texture you doing  splits  preventing tri-stripping,   doubling vertexes and their normals.    The rendereres often  couldn't do perfect seamless appearance accross those splits especially with such extremly deviated  pixel normals  as   Eric said.     I suggest to make tilable  texture i.e UV going outside of 0-1. It's convenient to do with non-square packing usually. 

    if you are doing mesh arrray in Blender  it has convenient  UV shift setting in array modifier  to kill the splits
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