Hey I have a problem with baking my normal maps, I have a problem at the UV seams. I exported from Blender with smoothing from UV's and baked it in Marmoset. The normal problem is also visible in Marmoset.
It's a very small error. If I look at the model in the final size, I'm not able to notice the problem. Though I would like to know what's the problem to learn and solve my mistakes.
Does anyone know what causes the problem?
Here is the problem:
![Image: https://us.v-cdn.net/5021068/uploads/editor/6c/c854et7ux0wf.png](https://us.v-cdn.net/5021068/uploads/editor/6c/c854et7ux0wf.png)
![Image: https://us.v-cdn.net/5021068/uploads/editor/uo/m19gch4ar26k.png](https://us.v-cdn.net/5021068/uploads/editor/uo/m19gch4ar26k.png)
![Image: https://us.v-cdn.net/5021068/uploads/editor/m8/ry8y73p9m0wd.png](https://us.v-cdn.net/5021068/uploads/editor/m8/ry8y73p9m0wd.png)
Here you can see that in the normal view distance the error isn't visible:
![Image: https://us.v-cdn.net/5021068/uploads/editor/ot/bkopnx83g9be.png](https://us.v-cdn.net/5021068/uploads/editor/ot/bkopnx83g9be.png)
And here in Blender the Vertex Normal are splitted from the UV's, also the padding should be enough.
![Image: https://us.v-cdn.net/5021068/uploads/editor/8z/u9b4c7snd2eo.png](https://us.v-cdn.net/5021068/uploads/editor/8z/u9b4c7snd2eo.png)
![Image: https://us.v-cdn.net/5021068/uploads/editor/2f/drqqgtv21l0x.png](https://us.v-cdn.net/5021068/uploads/editor/2f/drqqgtv21l0x.png)
Replies
To prevent artefacts due to texture filtering/mip mapping, the baker extends a bit the border pixels of uv shells (known as texture padding).
What you see there is the next pixel line with a slightly off direction, bleeding because of texture filtering.
But even with a more accurate padding method, due to texture resolution/compression, this would never be 100% perfect if you zoom on it like crazy.
Good to know that's a technical limitation.