Im using Render To Texture to bake the UVs of one mesh down to another version where the UVs take up less space, but the texture is rendering out with lots of speckled pixels that look like a highly dithered texture. Does anyone know what might be causing this or how to fix it?
Ive been using Render To Texture for baking normals and such without any problem, I only get this on DiffuseMap.
Replies
i remember having the same problem but if you fiddle around with those (try turning off antialiasing completely) it should get rid of the speckles.
also make sure you're not accidentally including your destination mesh in the bake. maybe give the source mesh a Push of 0.01 or something.
Under Projection Settings there is an "options" button. Click that, then see the Global Supersampler setting. Is it set to "none"? Click "Setup" and enable the Global SS. You can even choose your SS algorithm, although I just leave it as Max 2.5 star.
I disabled Antialiasing and Filter Maps. Then everything rendered out properly.
So applying a tiny push to one of them, like Mop proposed, should fix the problem without increasing rendertime or having to fiddle with the settings. Also if it's just about different uv layouts on identical meshes you simply can use one mesh and bake from one channel to the other.