Why do normal maps have a black edge?

Why do normal maps have a black edge?

Since the normals were baked ‘hard’, normals from other faces are incompatible.’ Thus you need a bleed of the edge normals to prevent the shader from sampling from the wrong face. It’s because your mesh has hard edges and the UVs are not broken along the hard edges.

Why is texture bleeding an issue in normal maps?

Ultimately texture bleeding is always going to be an issue with normal maps, but its a lot worse when the rays are cast perpendicular to the surface rather than at an angle. Ah, very good point, man, I love figuring this all out.

How are rays shot out of a hard edge?

This means if you have a hard edge at a 90 degree angle your rays will be shot out of the polygons perpendicular to the surface. This means every pixel on that surface will be expecting to be facing perpendicular to the face on which it rests.

Why are there Weird Lines on the normal map?

2. I though the shadows where coming from the smoothing groups so I removed them and baked within 3ds max, the normal was slightly better, but the normal retained the weird lines, probably due to no smoothing groups.

Is the Substance Painter map bake readable at 4K?

4.In all the routed I have tried, the bake was always bad, at 4k it was barely readable in both substance painter, xnormals with a cage, and 3ds max. Helpful feedback would be very much appreciated.

Why do you need padding on normal maps?

You need some “padding” whenever you have a hard edge, or you will get a seam like this in your normals. This is because, as you say, the pixels along that edge are bleeding across to the face on the other side of the edge, which makes no sense in tangent space.

How is normal direction determined in smooth shading?

Using this basic smooth shading, the data determining the normal direction is actually only stored per vertex, so the changing values across the surface are interpolated from one vertex to the next.

Why are there black spots in my Blender map?

The other likely culprit, looking at your images, is that your Low Poly mesh is intersecting with itself in those folds. Any kind of overlap, be it UVs or faces, is going to cause problems. If that doesn’t help, then what Dain said above – you definitely don’t want overlapping UVs.

Why are there black spots on my mesh?

Your high poly mesh appears to have some of the folds folding back on itself and also intersecting faces.