+1 from me too - I always bump that level up to a min of 16.  I could see
less if your UV's were really packed in tight, but 16 or higher usually is
what does the trick for killing nasty seams for me.  One less thing to
worry about for most cases would be great.

-Sean


On Sat, Feb 23, 2013 at 11:01 AM, Morten Mikkelsen <mikkels...@gmail.com>wrote:

> I agree completely. I think the default of 2 might have been set by someone
> who
> didn't take mip levels into account. To be honest I generally use 32 or 64
> as margin
> depending on texture size (larger texture means more mips).
>
> But I suppose 16 as default which I think is also what it is in xNormal
> seems reasonable.
>
> At the very least I'll echo that 2 is no good :) The background color will
> bleed into the subsequent mip levels
> too quickly.
>
> Cheers,
>
> Morten.
>
>
>
>
>
> On Fri, Feb 22, 2013 at 9:18 PM, metalliandy
> <metalliandy...@googlemail.com>wrote:
>
> > Hey everyone,
> >
> > I want to propose a change the default margin value that is currently
> > used when baking textures.
> >
> > The current margin of 2px is no where near enough and really doesn't
> > help anyone due to the fact that it only is enough for the initial baked
> > texture and not for any further mip levels that may be needed. As I'm
> > sure some of you may be aware, you need at least 1px of margin per UV
> > island to be correct for each mip map level as the texture is resized
> > down, in order to stop the background colour from bleeding into the UV
> > islands.
> > I would recommend using a value of 16px as the new default as this would
> > allow for 3 mip levels in addition to the initial bake, as long as the
> > background colour is correct) which should be enough in most cases as
> > the texture is resized down (16px>8px>4px>2px).
> > Ideally of course we would set the margin so high that there is actually
> > no background colour, but I don't think that many people would go for
> > that as some feel that it makes the texture look messy, however
> > irrelevant this may be, some people do care about how their textures
> > look even if you will never see margin on the final mesh. ;)
> >
> > Please take a look at the link below for an example of what an incorrect
> > margin value can look like when viewed on your mesh.
> >
> >
> http://blenderartists.org/forum/showthread.php?279870-seams-artifacts-with-tangent-normal-map-in-blender-and-unity
> >
> > For clarification, this is applicable to all baked textures, not just
> > normal maps
> >
> >
> > Cheers,
> >
> > -Andy
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
> _______________________________________________
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>



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