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Basic normal map baking from voxels


paqwak
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Hello,

I probably miss a setting somewhere, but is it actually possible to avoid ugly uv seems when baking normal (or any other map) from a voxel model.

Should be the most basic feature, but I can't have any good result so far.

So here's a simple voxel model

Voxel01.jpg

And here's the result using the quadrangulate for ppp -

Using default settings / no occlusion / Initial sub = no, UV = auto-mapping, uv-set= No smooth, 1024*1024 texure

Voxel02.jpg

Voxel03.jpg

Here's a closup of the normal + uv in modo, I can understand why seems are so visible.

Voxel04.jpg

So there is no 'expand uv border size' process in 3dcoat to filter the image near uv seams ? Or am I doing something wrong ?

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For me it has always just done it by default. There are settings for it in the preferences though, maybe it got turned off or something.

Hi philnolan3d,

Well I don't see any option about this uv border extend, there is an option for the padding, but it seems to just extend uv island border with a neutral blue, that doesn't really

help.

Here's for example a normal baking using modo, with an extend of 4 pixels for the uv seems ... it doesn't remove seems continuity problems completely, but the result is so much better.

Voxelmodo.jpg

... I still think/hope I miss the option somewhere :/

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The padding happens when you export the texture images. When you export see if there is an option there.

The only option is the padding size, but not how the padding is made.

padding.jpg

So to summarize, 3d coat padding just fill uv island border with a constant blue color on x pixels, while modo padding actually extend the texture at the the uv island border.

The question is, is it a bug in 3d coat ? or is it how 3dcoat padding is suppose to work ?

Thanks for you help :)

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It may well be a bug, I've never seen it do that before. Normally the color extends straight out.

In the example below you can see where the the "skin pores" end is the edge of the UV map, the the color extends further a bit.

2010-07-18_1144.png

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It may well be a bug, I've never seen it do that before. Normally the color extends straight out.

In the example below you can see where the the "skin pores" end is the edge of the UV map, the the color extends further a bit.

2010-07-18_1144.png

Great, that's indeed what I was expected. I'm actually using the 3.3.01 Cuda DX64 ... can you tell me your version sir :) ?

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