Naiman Broome 29 Posted January 20 Share Posted January 20 What settings are you using to avoid visible light incidence seams on uv borders? This is how a border seam looks in Secondlife with just normal maps applied an blank diffuse. But the Material normal map in Substance painter looks fine So how can be fixed in Secondlife to have correct normal map appearence? Link to post Share on other sites
Kyrah Abattoir 1,924 Posted January 20 Share Posted January 20 https://jira.secondlife.com/browse/BUG-5975 Documented issue I believe? 1 Link to post Share on other sites
Naiman Broome 29 Posted January 20 Author Share Posted January 20 13 minutes ago, Kyrah Abattoir said: https://jira.secondlife.com/browse/BUG-5975 Documented issue I believe? Looks like this is exactly the problem I am having, is there a workaround there yet? Link to post Share on other sites
ChinRey 6,578 Posted January 20 Share Posted January 20 2 hours ago, Naiman Broome said: is there a workaround there yet? Yes. Don't split the UV mapping into separate islands unless you really, really can't avoid it. Of course, sometimes you can't avoid it and your build may be one of those rare cases. If so, I'm afraid you're out of luck. But most of the time it's because people rely on Blender's automatic UV map functions. There is this persistent myth that Blender is good at UV mapping. Nothing could be further from the truth. 2 Link to post Share on other sites
Naiman Broome 29 Posted January 20 Author Share Posted January 20 I could mask normal seams somehow , but its a tricky way that isn't ideal in theory. Link to post Share on other sites
Kyrah Abattoir 1,924 Posted January 23 Share Posted January 23 On 1/20/2021 at 8:24 PM, ChinRey said: But most of the time it's because people rely on Blender's automatic UV map functions. There is this persistent myth that Blender is good at UV mapping. Nothing could be further from the truth. What, the lightmap packer? In general people need to stop thinking there is a button for everything they don't want to do themselves. 1 Link to post Share on other sites
Cyrule Adder 19 Posted January 23 Share Posted January 23 Without looking at your textures, this is the only thing I can guess to what is happening. When you bake your UVs, you're not adding in the 'skirt'. Which is basically telling the software to extend the pixels on the edge of the UV seams so they can be blended in. Additionally, It's also possible that your UVs are just horrid in general. And yes, how you UV your mesh does actually matter. If the UVs are not evenly distributed, you will start seeing issues like these arise as well near the edge due to one plane having significantly lower texel density than the other. It also helps if you work to Hide your UVs seams, to insure that the edges can't be seen if they cannot be fixed. Link to post Share on other sites
Wulfie Reanimator 3,884 Posted January 24 Share Posted January 24 (edited) 4 hours ago, Cyrule Adder said: Without looking at your textures, this is the only thing I can guess to what is happening. When you bake your UVs, you're not adding in the 'skirt'. Which is basically telling the software to extend the pixels on the edge of the UV seams so they can be blended in. Additionally, It's also possible that your UVs are just horrid in general. And yes, how you UV your mesh does actually matter. If the UVs are not evenly distributed, you will start seeing issues like these arise as well near the edge due to one plane having significantly lower texel density than the other. It also helps if you work to Hide your UVs seams, to insure that the edges can't be seen if they cannot be fixed. If the problem was UV bleeding, we'd see something different or rather a more pronounced/pixelated "edge." What's happening in the screenshot is SL's rendering engine splitting the lighting calculations because of the UV edge. The shadows should appear smooth, without those sharp clean edges. Edited January 24 by Wulfie Reanimator 1 Link to post Share on other sites
Kyrah Abattoir 1,924 Posted January 29 Share Posted January 29 https://jira.secondlife.com/browse/BUG-227448 It is definitely something wrong with how meshs are either stored, or rendered. Link to post Share on other sites
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