Author Topic: Black seams on curvature map?  (Read 3934 times)

https://gyazo.com/e768bfb2c0094e693e492fbe402f17d3

Anyone know if this is normal to happen in Curvature Map? This causes dark seams in the edges when using generators with wear in the edges of the mesh inside substance.
Last Edit: September 12, 2017, 10:23:06 am

Anyone?

Hey, could you provide your log file, please?
Log file procedure : https://support.allegorithmic.com/documentation/display/SPDOC/Exporting+the+log+file

Also, is it possible to get some screenshots of your low res, hi res (if any), and UVs?

Thx!

hey man !

LP: https://gyazo.com/04c78d78132ddded2cd862e49707716b

HP: https://gyazo.com/3f3082b3bfd245a16e8c72fd1af7bc6d

UVWS hard show to so since i use multiple materials on the mesh so the uvw are stacked up but im sure uvws are fine also the other bakes went fine like normals etc look fine.

Is this thread related to this? https://forum.allegorithmic.com/index.php?topic=1337.0 is there actually somethink in the baker that might cause these?

Also few of my friends having same issue.

You could make simple CUBE and make test bake with it if u get those black seam in the edges also in your curvature map.

It may be the same issue than in the other post.
If you could share your meshes and the baking settings, it could help.

another advise: places the UVs seams in the creases as much as you can: it should diminish the issue.

another advise: places the UVs seams in the creases as much as you can: it should diminish the issue.

Here are some images from my friends UMP weapon he gets exacly same looking seams in the curvature map

1. https://gyazo.com/b4df9b365661c61e2f3bd6537f406c90

2. https://gyazo.com/74bf8a5e7ef098d45a0745046ed6f43a

He tried to use XNormal to bake curvature and the curvature looked much better

another advise: places the UVs seams in the creases as much as you can: it should diminish the issue.


It would be great to get some kind of solution for this ? I checked older meshes and same think with those does anyone in your stuff know about this issue? Checked my older meshes same think with those.

another advise: places the UVs seams in the creases as much as you can: it should diminish the issue.

Hey i leave you one my old meshes you can make tests in your end. But like i said this problem happens every mesh i have made in the past.

Highpoly and lowpoly are seperated in 2 layers.
Last Edit: September 14, 2017, 06:06:11 pm

another advise: places the UVs seams in the creases as much as you can: it should diminish the issue.

Here are some images from my friends UMP weapon he gets exacly same looking seams in the curvature map

1. https://gyazo.com/b4df9b365661c61e2f3bd6537f406c90

2. https://gyazo.com/74bf8a5e7ef098d45a0745046ed6f43a

He tried to use XNormal to bake curvature and the curvature looked much better

Hi,

Can you post the result from xnormal?

Checking the previous thread that was posted above, Cyrille who is a developer mentioned that unfortunately it is normal to get this seam. The math for taking the normal map into account on top of the low poly geometry cannot be made accurate enough to completely remove seams on curvature maps. The only way to avoid this is to compute the curvature directly from the original high-poly geometry, which requires a different baker entirely. This baker has been added to Designer already, however, we should be adding this to Painter in a future release.

As Cyrille mentioned, this issue will happen with the current baker, but we need to investigate possible solutions to improve this. Perhaps with xnormal the bake is indeed coming from the highpoly which is similar to the curvature baker in Designer.

Cheers,
Wes
Last Edit: September 18, 2017, 10:37:09 pm
Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

Hey man i leave u comparison pictures here between XNormal and Substance Painter Curvature Bake difference:

Substance baked Curvature:

https://gyazo.com/dadf595b3dfe9bd0d588b9ebe116597c

https://gyazo.com/befe3cb3d83f7703e0b719fd4a9c3ef1

https://gyazo.com/91a97c9d9fe3c5bed23b8f678ec92515

XNormal Curvature Baked Results:

https://gyazo.com/d0647f32f7402cb43d45ac152a94ac30

https://gyazo.com/11b033a754b1f5f854282e60d169e89a

https://gyazo.com/fdb6a24bf3299326a909853f6d23d923

Yeah Xnormal bakes from Highpoly thx for taking time to look into this.
Last Edit: September 19, 2017, 07:39:32 pm

Hey man i leave u comparison pictures here between XNormal and Substance Painter Curvature Bake difference:

Substance baked Curvature:

https://gyazo.com/dadf595b3dfe9bd0d588b9ebe116597c

https://gyazo.com/befe3cb3d83f7703e0b719fd4a9c3ef1

https://gyazo.com/91a97c9d9fe3c5bed23b8f678ec92515

XNormal Curvature Baked Results:

https://gyazo.com/d0647f32f7402cb43d45ac152a94ac30

https://gyazo.com/11b033a754b1f5f854282e60d169e89a

https://gyazo.com/fdb6a24bf3299326a909853f6d23d923

Yeah Xnormal bakes from Highpoly thx for taking time to look into this.

Hi,

Thanks for posting these images. For the baker in xnormal, is it baking from the high res mesh or is it taking the normal map into account when creating curvature?

Cheers,
Wes
Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

Hey man sorry for late reply yeah XNormal only bakes from highpoly and doesn't take normal map in the account.

Hey man sorry for late reply yeah XNormal only bakes from highpoly and doesn't take normal map in the account.

No problem : ) Yeah, that will be the difference. Painter doesn't bake from the highpoly for the curvature map. We are working to add a baker like this. We did have this in Designer but there was some issues so it was removed, but should be back soon.

Cheers,
Wes
Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

That sounds good Wes!