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View Full Version : Surface Baking Camera and texture borders error


MarcusM
12-29-2011, 06:09 PM
If You bake texture with Surface Baking Camera and there is visible borders of this texture/UV there is one simple way to correct this.

(If You baking texture end there is many errors, make sure object have only triangles.) :thumbsup:

After bake, save image as RGBA LW_PNG32(*.png)

In photoshop, in action panel load "AlphaUtility.atn" (attached in post).

Just click on "Dilate" and play how many times You need.

:thumbsup:

probiner
12-29-2011, 07:16 PM
Smart approach, thanks for sharing =)

As for the 'only triangles' I don't know, what problems non-triangle present. Triangles are known to have smoothing errors. Maybe all triangles with a 'vertex normal map' better no?

Cheers

jasonwestmas
01-03-2012, 07:50 PM
if the object is non-sub-d, you need to triangulate the mesh otherwise you get render artifacts. That's the way LW has always been.

probiner
01-04-2012, 02:00 AM
You are talking of N-gons right?

jasonwestmas
01-04-2012, 08:56 AM
You are talking of N-gons right?

No, it's always been my understanding that non-planar quads that haven't been subpatched are going to create rendering errors. Not all quads just the ones that are non-planar. sorry for not being clear on this.

Simon-S
01-06-2012, 06:44 AM
If You bake texture with Surface Baking Camera and there is visible borders of this texture/UV there is one simple way to correct this.

(If You baking texture end there is many errors, make sure object have only triangles.) :thumbsup:

After bake, save image as RGBA LW_PNG32(*.png)

In photoshop, in action panel load "AlphaUtility.atn" (attached in post).

Just click on "Dilate" and play how many times You need.

:thumbsup:

Excellent, thanks for this!

warmiak
01-06-2012, 12:38 PM
No, it's always been my understanding that non-planar quads that haven't been subpatched are going to create rendering errors. Not all quads just the ones that are non-planar. sorry for not being clear on this.

This is precisely why all hardware (GPUs) require triangles - a triangle by definition is always planar ( although you can have degenerate triangles which are basically lines but that's another story)

Sensei
01-09-2012, 08:39 AM
if the object is non-sub-d, you need to triangulate the mesh otherwise you get render artifacts. That's the way LW has always been.

It's because surfacing baking cameras are implemented as virtual camera flying slightly above of all polygons in uv map.
In TrueArt's BatchBakingCamera user can define how much above polygons this virtual camera should be by adjusting Offset option.

http://www.trueart.pl/?URIType=Directory&URI=Products/Plug-Ins/BatchBakingCamera

http://www.trueart.pl/Products/Plug-Ins/BatchBakingCamera/Graphics/BatchBakingCamera_Panel_1.png

There is no one triangulating universal method. Every application and every plugin can do it slightly differently. LWSDK doesn't have explained how to triangulate the same way as LW does it internally. So from same n-gon, there might be created completely different list of triangles. But virtual camera sending rays require one and only one method- otherwise ray send from it might not hit surface, and it's hitting what is behind it in scene or backdrop and observed as trash, random dots.

jasonwestmas
01-09-2012, 09:25 AM
I really have no complaints on the subject of triangles and Ngons in lightwave, but it might not be so obvious to others.

lwanmtr
01-21-2012, 04:48 PM
will that work saving out .psd 32 from LW? I do alot of baking and edges are a pain in the bum.