What is edge padding in xnormal




















If you have time Jeremie or someone in the company can benefit from this, one of the guys from Knald did a talk in Amsterdam last week at Blender's conference, it's a great talk about UV's and Normals for gaming and mobile. Then you can know exactly what I mean.

Reply 2 on: November 06, , am. Last Edit: November 06, , am. I know what you mean, we don't have any padding and we may benefit from it for sure, but our current method already get rid of most normal artifacts on seams and edges. The maximum value is With a higher spread angle we make sure that the AO rays get wider spread hitting also the smallest gaps in our mesh and ensuring we get a nice smooth AO in those.

The next setting we want to change is our bucket size. Normally we used to have the smallest bucket size 16 because the general impression was that it would be more detailed because it does 16 pixels per CPU core but after doing some research we found out that the highest is faster. So if you use and have a quad core with 8 threads, you will see 8 render blocks trying to render pixels each in one go.

What we don't want set higher is our AA setting. The same image has been rendered once with an AA setting of 1x the other of 4x. The 4x AA took 43 minutes to render! The 1x AA took only roughly 3 minutes.

The difference is minimal and doesn't justify the time. Plus also once our map gets reduced in size, like from a map to a Photoshop applies AA to image as it gets scaled down. The best use for having a good gloss map, render a curvature map and that use as an absolute base for the gloss map. It provides a mid gray image with every edge highlighted where a curve is.

To get it to render like this, you need to set up options like the image down below. The amount of rays you should set are the same as the AO and also their spread angle is the same.

To get it to render a grey image, change the "Tone Mapping" setting to monochrome. Some people prefer to use ZBrush polypaint to texture assets. It is important to keep in mind when you do this that the mesh be as dense as possible considering it is vertex colour based. If the high poly mesh is too low, the texturing will turn out blurry and will look very low res.

Remember though, that if your UV space isn't square, then the checker tiling needs to be adjusted. Jump to: navigation , search. Categories : TextureTechnique Texturing. Personal tools Log in. Namespaces Page Discussion. Views View View source History. Navigation polycount news polycount forums Recent changes Random page Help. This page was last modified on 10 June , at This page has been accessed , times. Privacy policy About polycount Disclaimers.



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