![]() Imagine if you have a UV seams down the middle of a crater on your geo. ![]() "the tri-planar is projecting details in xyz Where as tangent space is correcting your normals to compensate for UV seams and UV island rotations. I was told that UV shells orientation matters, because For some reason, it's much more noticeable compared to when I bake details in Blender. Maybe it doesn't work well with tri-planar mapping, I'm not sure.Īlso, I've noticed a problem with visible UV seams in baked normal mesh map (when baking details from high to low poly). I used Copper Red Bleached smart material in my example, and it seems the problem is with the finish_rough filter. Unfortunately, I've been dealing with the second type of visible UV seams issue. Enabling anisotropy for some reason also does the trick. Increasing shader quality can get rid of visible seams in Painting mode, but only if you're dealing with the kind of visible UV seams that does not affect exported textures or Iray mode. In other cases, the seams are visible everywhere (Painting mode, Iray, and in exported textures). In one case, the seams are only visible in Painting mode and are not visible in Iray mode or in other 3D software upon texture export. However. I did a lot of experiments and found out that there are two types of visible normal map UV seams. Seams are also visible in the rendering view and in other 3D software upon texture export. And I mentioned in the initial post that increasing quality doesn't help. As you can see, if I increase the value the seams disappear. For the example you sent here, this is in fact a Shader Quality issue.
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