Year 2024 I ran into this problem as well. The problem: 1. Obvious seams when Raytracing turned on while SSS applied. 2. I didn't use any UDIM scheme. My character is splitted into two meshes, one for head and one for body, each has its own single tile UV. 3. The seam appeared where the head joins the body. The solution:1.…
when using the ray trace renderer in toolbag 4 I have obvious grey lines at UV seams that are not visible when using the raster renderer. I tried ticking on and off all options within the ray trace renderer with no result. I also changed the renderer from GPU to the nvidia and back again with no result. (i have an nvidia…
Did you find any workaround for this, I wonder? I have the exact same issue and it's a pretty frustrating one, since I can't seem to fix it. Not even with baking all the textures (i.e: head, body etc) onto one ._.
Since I have you here already, I have one last question in terms of 'UV's. Is it possible to apply an AO (Ambient Occlusion /Occlusion) map to another UV layer? Say, I have the diffuse on UV layer 1, and the AO Map on UV Layer 2. There is no option to choose what UV Set a map should lay on. Is there a workaround for that?…
I'm honestly not too well versed with the baking into a new texture. I tried it earlier and the results were incredily washed out. What I did do then was to use photoshop to get all the different textures (Head, Body, Mid area) onto ONE image basically- and ten I pulled the UV sets accordingly, in blender. It's.. a little…
I have this issue when I use any type of sss with raytracing, several people on the Facebook group do as well. It happens at uv seems or across mesh boundaries or at self intersections for me when using sss and raytracing.
Oh my god.. I see. That's very unfortunate. I guess I'll have to make use of Photoshop to shop away the seams after rendering is done. Everything else is way too much of a re-doing of everything that has been done so far already. ;_; Thank you so much for your response, Alex.
for human character I just auto lay out the uv's and rebake from the original at double resolution. Takes ten minutes and result is the same except less materials to fuss with setting up. Like mentioned, I was using 4 x 4k textures, baked them to a single 8k texture. No resolution loss. @Sreliata
Yeah I just realized. Did you ever experience that this might not change anything at all? My character has a second UV layer on which the Ambient Occlusion lays. If I choose the 'second' set of UV's in the UV Set option in Marmoset, nothing changes and the _O map layout remains completely scrambled. It's.. weird, somehow.…
Thanks @NhodgesVFX , I just tested and that is the case with me as well. Hopefully that narrows things down, does seem more like unintended bug versus user error.