No problem! Dithering is well explained in this stickied thread: http://polycount.com/discussion/148303/of-bit-depths-banding-and-normal-maps Basically it adds a bit of noise as you convert a texture from 16 bits to 8 bits. This can be beneficial because when that rounding I mentioned happens, you can end up with pixels…
Good questions! 1) You don't have to use a cage when using match by name (it is basically making one for you based off those ray distance values), but I have experienced cage bakes looking slightly better. 2) That would be very surprising if true but I can't speak to that. 3) No, but more geometry means you can get the low…
Thank you a TON @somedoggy So essentially, seams exist because of truncated information? Interesting... Now for new questions :smile: I have heard about the bit depth problem with normal mapping before, and have read that something called 'dithering' is the solution. What exactly is that if you don't mind me asking, and…