Oh and thanks for the hint that this is done per texture. You never stop learning.
Assuming that the merging itsself went well, then it might just be some custom vertex normals data that needs to be cleared (near the bottom of the Object Data Properties panel / "green triangle").
https://www.blendernation.com/2020/10/10/sculpt-mode-redesign-brings-massive-performance-boost/ Does anyone know if the sculpting performance improvements described here last year have been implemented yet? I wasn't able to find release notes that would suggest so.
is there a blender equivalent of polyStein /PlugIt / MeshBlend ?
Hi. Can somebody explain to me please why I start seeing sharp edges when I scale the top face of the cylinder? Shading set to Smooth and auto smooth with 30° is enabled....
That is normal for long/thin triangles on bend surfaces, happens not only with Blender.You found the solution already, you need to add loops.
Hi, how to I do Pixel Edge Padding in Blender?256 = 2px512 = 4px1024 = 8px2048 = 16px
Hi, how to I do Pixel Edge Padding in Blender?
256 = 2px512 = 4px1024 = 8px2048 = 16px
@littleclaude : your question is way too unclear - what do you *actually* mean, in simple straightforward terms ?
When a game model uses a single texture sheet (Texture atlas) the image will have areas that are used for the textures and blank areas between them. The used areas are often called UV shells, and the blank areas are often called gutters.
When a game engine renders a scene it uses Texture filtering to smoothly render the texture, in a process called downsampling. If the gutters have colors that are significantly different from the colors inside the shells, then those colors can "bleed" creating seams on the model. The same thing happens when neighboring shells have different colors; as the texture is downsampled eventually those colors start to mix.
To avoid this, edge padding should be added in the gutters between each UV shell. Edge padding duplicates the pixels along the inside of the UV edge and spreads those colors outward, forming a skirt of similar colors.
When the UV layout is created, the spacing between the shells should be done with edge padding in mind. If the gutters between the UV shells aren't wide enough, there won't be enough edge padding to prevent bleeding.
@littleclaude Hehe yes, I know what edge padding means, thanks What I mean is, what do *you* actually want to know ? How to space out the islands of a given value ? How to generate the pixel bleed ? Something else ?Overall it really isn't rocket science - you start from a loosely estimated distance on a test UV layout, (whichever way works best for you, either in % of UV space or in pixels), use some strongly contrasting color for the background on a test texture, see how it behaves when mipping aggressively in your target environment, and adjust accordingly. That's all there is to it.What is a "native 3d package" ?
@littleclaude I found this video where the dude calculates the math behind the Margin field in Blender:I didn't check myself if his math is correct. Here is his explanation in textual form: https://blenderartists.org/t/i-might-have-found-a-great-way-to-determine-the-margin-value-for-uvs-pixel-padding/1156290
In Blender I seem to be having a problem straightening
the vertex normals, this is what is causing my issues as you can see in the second image. Any ideas?
Hi, apologies for another Blender nooby question, have you got any tips on the best settings to get rid of edges in the weighted normal modifier, I am finding it hard to get rid of some normals and I am trying to stick to Blender and not export back to Maya/3DMax to fix little issues.
Hi. What is the reason you cranked up Threshold parameter in Weighted Normals modifier? Looks like it's causing the problem. When I put it from 10 to 0.01 (default value) shading issues disappear.
@littleclaude Isn't this is what you trying to achieve? Or am I missing something?If you want to see the result of the Weighted Normal modifier in Edit mode make sure to toggle the button I've pointed on the screenshot above.