I think you understood it wrong: i didn't split the vertices - i just split the UVs. The verts are welded together BUT: I programmer told me some time ago, that the model is split by code where different smoothing groups hit together. Means: * 1 smoothing group for whole object: no vert splitting * 1 smoothing group for…
Just a note of clarification about where I am coming from. This issue appears to be happening with mip mapping turned off. I think this is really just me being ignorant of how exactly these two pixels are being "mixed". If anyone can explain how/why the mixing is occurring I think it will clear this all up for me. :)
You get smoothing errors if your normal baking app is not synched with your engine. Smoothing errors that come from using a non-synched engine can be alleviated by splitting UVs on angles that are >= 90 degrees on your model (and then re-baking the normal map), however this is a separate issue from the black edge issue.…
r_fletch_r: This issue is still the same with Quality mode, its down to the limitations and content of the image/resolution so its not really something we can fix. jocose: If you can force unfiltered textures you may see a correct result with uvs snapped perfectly like that, its not only a mipping problem but a problem in…
@EQ: Wow, thank you so much for taking the time to illustrate this. That helped so much, and you were exactly right, I was only fixing one issue but not the other so I was fooling myself. So my understanding now is that hard edges create "gaps" or missed rays, and that is one issue. What I don't understand is this: I have…
Hey everyone, I just wanted to post back here. I made another post over at GameDev.net and posted this issue. After I uploaded a test file one of the members there was kind enough to test it out for me and confirm that the issue is the result of bilinear interpolation. He also was kind enough to post an explanation of how…