[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [vip] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Board
Settings Home
/3/ - 3DCG


Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.
  • There are 6 posters in this thread.

05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
06/20/16New 4chan Banner Contest with a chance to win a 4chan Pass! See the contest page for details.
[Hide] [Show All]

alt


File: frustat.png (638 KB, 1366x768)
638 KB
638 KB PNG
Trying to bake normals from highpoly dynatopo to low poly, i keep getting this seam on the edge seams from uv :(
i have no idea why,
its the first time i have problem with this
>>
is your margin 0? increase it to 16 at least.

its in the bake settings
>>
>>580530

sadly yea, its set on default 16 :(
>>
>>580531
distance the islands from eachother and put it in 26
>>
File: frustat2.png (689 KB, 1366x768)
689 KB
689 KB PNG
the islands dont touch nor clip, i think its something about the normals bake
>>
File: frustat3.png (593 KB, 1366x768)
593 KB
593 KB PNG
this is the seam, only noticeable on normals,
in ambient oclusion its not <
>>
File: frustat4.png (420 KB, 1366x768)
420 KB
420 KB PNG
trying now with cycles, using its cage option also, a shot in the dark idk what cage does
>>
still got the seam tho
>>
>>580533
it might be a problem with texture/solid mode.

use these settings in internal(material mode) and check if seam still exists
>>580538
it has nothing to do with cage believe me
>>
>>580533
they might still clip. when you unwrap try to rotate them on an angle so they won't be facing eachother
>>
File: frustat5.png (446 KB, 1366x768)
446 KB
446 KB PNG
im not sure if it has anything with texture/solid mode view... :(

this is the rendered view from cycles, and it still appears
>>
>>580528
Export both centered 0,0,0 and use xnormal you cuck
>>
>>580588
you are not even connecting it as a normal map, the phrasing might be different.
>>
>>580594
don't forget to change to none-color data in the texture node
>>
jesus christ Blender is horrible
>>
>>580594
Okay, thats some good tips, thank you
i have tryed adding the normal map node,
it didnt get rid of the seams
but allows me to controll normals strenght, which is nice


i will try to use xnormal too
>>580593


blender is cool dude ^^
>>580596
>>
File: normal.jpg (174 KB, 1735x981)
174 KB
174 KB JPG
Im disappointing but not surprised that no one has brought this up yet.. That's what normal maps are supposed to look like.
>>
>>580604
Blender, folks.
>>
>>580604
i brought it up many posts ago and told you to look into it.
the lightning is what makes a normal map actually work, so by enabling the right kind of display will correct it.
also don't use normal output from the diffuse node, usually get it directly to the displacement, it will have more accurate translation.
im surprised that the uber shader didn't work (if that's what you used) it works perfectly for me
>>
>>580604
wow yea thanks, i appreciate the example :D
your last advice did work, connecting directly to the displacement does gets rid of the seam

thank you very much sir
>>
>>580611
>connecting directly to the displacement does gets rid of the seam
That anon doesnt know what he's talking about. Seams will ALWAYS BE THERE FOR ALL UV BASED MAPS.

The only way to get rid of seams is to use PTEX
>>
File: frustat6.png (477 KB, 1366x768)
477 KB
477 KB PNG
>>580612
yea i didnt answer correctly :( i meant that its way less noticeable now

i guess my diffuse node was also changing the normal texture color slightly
>>
>>580612
well it happened that the seams disappeared during rendering. idk's about op case but that's a nasty seam for such a simple UV map, i thought the correct way to get rid of seams is to have enough padding on the texture
>>
Seams like that often don't show up in-engine or during renders.

It's normal, and you should always have marmoset open or do test renders before getting scared.




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.