Baking a normalmap from highpoly mesh onto lowpoly using scanline render-to-texture (ray distance, no cage). Getting some weird banding type artifacts on a lot of edges, like the normals seem to be being rendered correctly every alternate pixel along the edge on some UV islands, some different like below. Any ideas?
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Really? Well now I look stupid :P Good to know though, I thought I had that happen before but I guess not
The whole purpose of the bleed is to prevent incorrect edge colors from blending into your texture when the texture is filtered down by the renderer, so the banding usually "disappears" when the texture down-samples (mips) are fetched by the renderer.
I usually use the cage on everything that has a lot of geometry and not use it when I bake simple things like 'cover blocks' or pipes...
The cage method is very good for getting seamless bakes, and its pretty essential to capturing that "high poly" look on your low. However it tends to "skew" details a bit more as the projection angle is averaged. So sometimes it is good to do two bakes, one with cage, one with offset, and then combine the results in photoshop so that you get the best of both worlds(seamless edges from cage, straight, non-smooth details from smoothing groups+offset). You can also simply add in some more geometry to help straighten out skewed details, and if you have the budget to do so, this is by far the best solution.
Now if your model doesn't have any smoothing groups/hard edges set up, there really isn't much difference between cage and offset.
Also, more padding is never bad. Use 32 pixels of padding! This will never ever ever be a bad thing. When you have a 2048x2048 texture mipped down to 256x256 you can bet your 4 pixels of padding are not going to be enough.
You are correct sir, 10 is default. I usually have to start at about 20 though, seems to be the magic number