Author Topic: "Seams" when baking single object normal map across UDIM tiles  (Read 782 times)

Hi!

So I'm brand new to the UDIM workflow and I've hit an issue and am not sure how to solve it. When baking my normal map for a single object which has UVs split up into multiple UDIM tiles, I get these "seams" in places where the corresponding UV islands are separated by UDIM tile.

https://gyazo.com/b4a7bde82a14fecdf0ca0ad07e54ba11
https://gyazo.com/20543d8ba576cd7ab91e2a50448c7cd6

I'm using Blender 2.9 and the latest SP. Maybe I've missed something on export?

Any help would be incredibly appreciated!
Thank you!
Last Edit: October 02, 2020, 04:58:27 am

I’m getting closer to an answer but I’m still not sure how to address it.

If I smooth shade everything, it bakes fine. But when I introduce hard edge shading on my low poly(either manually or with Auto-Smooth) in combination with a UDIM setup, I get these creases in my bake. However, if I take that same mesh and only change the UDIM setup to a single tile setup, it will bake properly. Could this be a bug with either software?

Hard edge shading UDIM: https://gyazo.com/926a3dc9fe149d2d3c1e734766550ce7
Same hard edge shading single tile: https://gyazo.com/749c3c6e14006ef7e2c461ec0e19ce09
Last Edit: October 03, 2020, 05:48:40 am