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Question about fixing the seams of light map


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#1 graphicboy

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Posted 10 November 2006 - 08:31 AM

Our artist create model with an unwrapped uv ( or unique uv ). My program render light map for this model.
Uv unwrapper split some neighbor-triangles for avoiding distortion. Seams exist in the these splitted edge of my result light map.
In 'Render to texture ' func of 3dsmax, I see a paramer: "edge padding" for fixing the seams which is just like my problem.
My question: What's the machanism of 3ds max edge padding?

#2 kusma

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Posted 14 November 2006 - 05:51 PM

it's basicly an erode-filter that fills the empty portions of the texture. you'll have to keep track of alpha and/or coverage to make it work correctly.





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