Aliasing on UV Seams | Substance 3D bakers
- Getting Started
- Bakers settings
- Common Parameters
- Ambient Occlusion
- Ambient Occlusion from Mesh
- Bent Normals from Mesh
- Color Map from Mesh
- Convert UV to SVG
- Curvature from Mesh
- Curvature from Mesh (deprecated)
- Height Map from Mesh
- Normal Map from Mesh
- Opacity Mask from Mesh
- Position map from Mesh
- Thickness Map from Mesh
- Transferred Texture from Mesh
- World Space Direction
- World Space Normals
- Common questions
- How to export the baked maps?
- Is dithering applied to baked textures?
- Should I enable "Compute tangent space per fragment"?
- What are Assbin files?
- What is the bit depth of baked textures?
- What is the difference between the OpenGL and DirectX normal format?
- Why are there strange stretches in my textures after baking or exporting?
- Why is Matching by Name not working with Ambient Occlusion/Thickness?
- Why is my mesh fully black after baking?
- Common issues
- Aliasing on UV Seams
- Baker output is fully black or empty
- Baking failed with Color Map from Mesh
- Black shading cross are visible on the mesh surface
- Mesh parts bleed between each other
- Normal map has strange colorful gradients
- Normal texture looks faceted
- Seams are visible after baking a normal texture
- Seam visible on every face
- Texture baked outside of Substance software looks incorrect
Aliasing on UV Seams
Dark spots or dots appear on the border of the UV Seams after baking:
When the Baker writes down information into the texture it has to be converted from geometry to pixels. The processing of this information may introduce aliasing. Aliasing often occurs because the geometry of the UVs is not aligned with the pixel grid or because the UVs don't cover enough pixels to provide enough resolution.
In the following images the geometry is the red overlay. The baker will mark a pixel as full if more than half of its surface is covered by the geometry (white squares are full pixels and black squares are empty pixels). On the right image the pixel grid is double the resolution which allows more accurate representation of the geometry.
- Increase the output texture resolution of the Bakers.
- Increase the Anti-aliasing setting (note : it may take more time to compute).
- Align the UVs to the pixel grid in the UV editor of the 3D modeling software.
- Give a better Texel Ratio to UVs.