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Baking shader goes to jaggy in pixels


roentgen
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Hi,

 

I baked a shader for Per-Pixel, that produced jaggy pixels on whole of texture. I think that I'd never seen that result in previously tries.

(A texture is 4k resolution but my shader is low frequency and looks like no needed so huge resolution)

And so I have re-tried by Texture Baking Tool , that going to get same result.

So, how do I fix this?

(3Dcoat 2022.29 (stable) Win10/OpenGL)

 

Thanks in advance,

 

Vox Sclupt+Shader:

1033978423_2022-06-09004341.thumb.png.73ea54a3e4e79b6a334f54f590d405d2.png

 

Pixel Painting with Autoretopo (4K texture):

1456931386_2022-06-09004359.thumb.png.5ea37350e1fa86fd38fb03ac5d8ed0ee.png

Edited by roentgen
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Does a process of baking depend to texel density? like as rendering? ... sure, may be so.

I use as is UV that has been produced by Autoretopo's processing.  Islands look so small and be fractured, may be not look best quality for me.

 

 

 

 

2022-06-09 230113.png

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I put UV by myself, and symmetrized that. Now I got better result! Thank you, Carlrosan.

This picture is 8K texture with better UV, but it's still jaggy. May 3dcoat use a dedicate samples parameter to bake.

1371094049_2022-06-16021534.thumb.png.46aef4e735d7524258e8ac032958f25a.png

 

And it seems that baking with symmetry UV has some troubles.
The result was broken by left and right islands.

530754389_2022-06-16021835.png.dbaac863ecc1ae22b716981785c61d28.png

 

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