![]() ![]() Selecting a region changes the language and/or content on Guggenheim, John de Menil, Dominique de Menil To learn more about matching geometry see: Matching by Name.Ĭontrols the normal format of the output texture if Mat Type is set to Tangent Space. By Mesh Name: Filter the meshes by their name to avoid matching with unwanted geometry. ![]() Always (default): Low-poly mesh is matched with every high-poly meshes.It can be used to filter the baking process without the need to manually move apart (explode) meshes. Indicates how the bakers should match low and high-poly geometry. Most of the time this setting should be enabled to avoid artifacts. If enabled, occlusion rays ignore hits on a backface (if the high poly normal faces the opposite direction as the low poly from where the ray is fired). If disabled, the ray distance computation is based on units specified in the low-poly mesh when it was exported (meters, centimeters, etc). If enabled, ray distance computations are based on the normalized space (0 to 1) of the low-poly mesh. Maximum distance where the occlusion rays will hit the high poly geometry. Minimum distance where the occlusion rays will hit the high poly geometry. A high value will produce less noise but will be longer to compute. Texture baked outside of Substance software looks incorrectĪmount of occlusion rays.Seams are visible after baking a normal texture.Normal map has strange colorful gradients.Black shading cross are visible on the mesh surface.Why is my mesh fully black after baking?.Why is Matching by Name not working with Ambient Occlusion/Thickness?.Why are there strange stretches in my textures after baking or exporting?.What is the difference between the OpenGL and DirectX normal format?.What is the bit depth of baked textures?.Should I enable "Compute tangent space per fragment"?.Is dithering applied to baked textures?. ![]()
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