[Bug?] Multiple uv's + Vertex Paint + Normals = UV channel bleeding
Since a video says more than a thousand words. (Unless its not that kind of video) I will start with the video explaining the situation in detail: https://www.youtube.com/watch?v=TOTgcwNoUYw
I find it really hard to explain the situation, but here goes. 1. 1st Normal map on uv channel 1 with a seam. 2. 2nd normap map on uv channel 2 to cover seam from first normal map. 3. apply vertex colors to blend between uv channel. 4. ??? 5. Issue
This issue is at its worst if part of the UV on uv channel one is rotated (very noticeable at 45 degrees and getting significantly more noticeable the further the UV is rotated.
Basically the problem is that the seam created in the normal in UV channel one, bleeds into the normal that uses UV channel 2.
asked Sep 13 '14 at 11:53 PM in Rendering
Hey Luos -
Tangent Space Normal Maps (the ones most blue in color and more common) will only work in the engine with UV0. You can use a normal map with other UV channels, but they must be Object Space Normal Maps (the ones which look more rainbow colored). This is why you were having difficulties with the blending using a normal map on another UV Channel.
answered Sep 18 '14 at 08:13 PM
Lovecraft_K ♦♦ STAFF
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