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Hard Edge vs Soft Edge - Baking 

Polytricity
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Just a heads up on what happens if you have hard edges when baking vs connected UV shells and separated UV shells. After a few extra tests, the best results are actually using Hardened edges in selected places with their UV edges also split with some padding and if it is possible, set those UV's edges vertical or horizontal in the UV layout so they land on a row of pixels (not diagonally or it will be jagged). All softened edges did lead to some soft shading artifacting but can be acceptable.

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9 июл 2024

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Комментарии : 2   
@nintenjo64
@nintenjo64 Год назад
Great video and very helpful as ive been having a few issues with hard and soft edges on some models being baked from Max in Marmoset. Ignoring the edge artifacts you were highlighting, I noticed at 20:17 when you were rotating your mesh with a lower res texture, the Soft Edge normal version has some slight lighting issues 'blobby' effect which the hard version did not, the hard version had a much cleaner surface response to the lighting / cubemap .. i have seen this myself on some models in Unity, and i suspect its caused by the normals of the Soft Edge version not playing as nicely.. is this something you've noticed as well? (i dont really have the poly budget to add more micro chamfers) but i suspect the only way to avoid it is either using hard edges (and UV splits more) or manually editing normals which is a PITA
@Polytricity
@Polytricity Год назад
Yes indeed, hard edges are sometimes needed, esp for harder surface models.
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