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Seams are visible after baking a normal texture | Substance 3D bakers
Last updated on May 24, 2023 02:17:04 PM GMT
- 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
Seams are visible after baking a normal texture
Normal map seams are visible at the UV borders of the mesh even after a clean bake.
Even after a perfect bake, seams can still be visible. The main reason being that a normal approximate surface information into a texture. Sometimes the texture lack precision or has to compensate too much between the low and high poly geometry to be accurate enough. In some other situation, the way the geometry is tendered with its normal map can affect how good it looks.
A few possible solutions can be tried to reduce the intensity of seams with normal maps:
- Often UVs are not aligned to pixels which leads to aliasing and produces seams. See this page for more information.
- Increasing the texture resolution can be a way to reduce this effect.
- Aligning the UV borders to pixels is another way to reduce this effect.
- Increase the shader quality setting. The shader quality can affect how specular reflections are computed. If some UV islands are rotated and this parameter is too low it can produce visible seams. See this page for more information.