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?
Question about fixing the seams of light map
Started by graphicboy, Nov 10 2006 08:31 AM
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