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- ...ch UV shell. Edge padding duplicates the pixels along the inside of the UV edge and spreads those colors outward, forming a skirt of similar colors. ...tters between the UV shells aren't wide enough, there won't be enough edge padding to prevent bleeding.4 KB (657 words) - 09:08, 10 June 2017
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- For best filtering, need good edge padding.387 B (64 words) - 10:32, 20 June 2015
- ...ch UV shell. Edge padding duplicates the pixels along the inside of the UV edge and spreads those colors outward, forming a skirt of similar colors. ...tters between the UV shells aren't wide enough, there won't be enough edge padding to prevent bleeding.4 KB (657 words) - 09:08, 10 June 2017
- As I'm unwrapping, I split off sections of the mesh and do the Edge Select -> Auto Unwrap stuff. And then I try to group that bit into a nice p ...uake" Wilson].]]<br clear="all"/>This was a 1024 or 2048, with 8-16 pixels padding and then scaled down here, so its not quite as tight as it looks, however I2 KB (401 words) - 18:10, 29 November 2014
- ...detail. Then pack them all into the 0-1 UV square with appropriate [[Edge padding]] space between the UVs.5 KB (769 words) - 13:20, 14 March 2015
- #REDIRECT [[Edge padding]]26 B (3 words) - 17:43, 21 August 2014
- ..."padding:10px;background-color:#333;color:lightgray;"|'''Author'''!!style="padding:10px;background-color:#333;color:lightgray;"|'''Description''' ...="padding:10px;background-color:#333;color:lightgray;"|'''Cost''' !!style="padding:10px;background-color:#333;color:lightgray;"|'''Description'''10 KB (1,363 words) - 15:44, 1 January 2017
- (11:00) UVs have some overlapping seams, no mention of edge padding issues or designing your model for normal mapping. ([[NormalMap#EP|why]])1 KB (189 words) - 04:45, 29 July 2014
- * catchers padding * catchers padding27 KB (4,582 words) - 08:25, 27 September 2017
- ...the edges of the normal map. None of the UV shells should be touching the edge of the 0-1 UV square, unless they're meant to tile with the other side of t ...Groups'' to create hard/soft edges, Maya uses ''Harden Edge'' and ''Soften Edge''. These tools create hard and soft edges by splitting and combining the ve17 KB (2,714 words) - 13:08, 25 June 2020
- ..._Object-Space|tangent-space normal mapping]], split the UVs for every hard edge (where vertex normals are split, or different smoothing groups are used, sa #* Make sure there's enough room between UVs for good [[Edge_padding|edge padding]] to prevent color bleeding between the UVs.28 KB (4,333 words) - 10:25, 26 June 2021