Author Topic: I'm getting some 'normal edges' on the UV seams (before any baking)  (Read 1525 times)

I'm having this strange issue for the first time ever. It is apparently not related to the base model, as I've checked a few times in 3ds max and every part of it is in the same smoothing group. The issue occurs from the time I get the model into substance and doesnt go away. And yes, these 'edges' are exactly where the UV seams are, nowhere else but on the edges.



and apparently 3ds max render doesn't pick such issue as seen here: https://prnt.sc/vnnnjr and here https://prnt.sc/vnno1a
Last Edit: November 22, 2020, 05:10:04 am

Can you share that part of the geometry where the seams are (OBJ/ FBX format)?

There ya go, that is pretty much the part shown in the print, but happens in the rest of it too

You can set the 'Quality' option in the shader settings to 'high (64 spp)' or 'very high (128 spp)' to counter display glitches like that. It will impact viewport performance of course.

not bad but could be better
what do you mean

You can set the 'Quality' option in the shader settings to 'high (64 spp)' or 'very high (128 spp)' to counter display glitches like that. It will impact viewport performance of course.
the thing is, it also affects normal map baking for some reason

also, just tried the 128spp and it still showed the same errors
Last Edit: November 26, 2020, 02:51:25 am

did you do any mesh bakes for the geo yet? Try deleting the normal map bake as this could be causing it

I'm having this exact same issue. There are artifacts where all my uv boundaries are. This is affecting my map bakes as well, namely curvature and normals. The mesh looks correct in various viewports (Maya, Blender, Houdini) only Substance Painter seems to be having a problem with it. Painter doesn't seem to be interpolating the normals across uv boundaries for some reason.