Hey guys ,, I been messing with light maps and cubes, I get seams even though I'm aligning all of my UV maps exactly to
the grid and even manually typing in uv cords so that they are precisely on the grid lines in UV editor. (grid is set up as 1 divided by 128)
My spacing is very gracious with 8 pixels in between each polygon island.
Anyways,,,,yeah we all know about lightmap light area bleeding with the dark background of the texture which causes the issue.
The only way that I get rid of 100% the bleeding between boxes in udk is by disabling the smoothing for the light-map textures. ( but we end up with some pretty pixelated maps )
I wish there were a way we could export the lightmaps and add some padding using photoshop. Orrrrr perhaps there is a hacky way to force udk to generate this extra pixel padding around the rendered islands.
Any thoughts or ideas on how to work around the Lightmap bleeding issues ?!
the grid and even manually typing in uv cords so that they are precisely on the grid lines in UV editor. (grid is set up as 1 divided by 128)
My spacing is very gracious with 8 pixels in between each polygon island.
Anyways,,,,yeah we all know about lightmap light area bleeding with the dark background of the texture which causes the issue.
The only way that I get rid of 100% the bleeding between boxes in udk is by disabling the smoothing for the light-map textures. ( but we end up with some pretty pixelated maps )
I wish there were a way we could export the lightmaps and add some padding using photoshop. Orrrrr perhaps there is a hacky way to force udk to generate this extra pixel padding around the rendered islands.
Any thoughts or ideas on how to work around the Lightmap bleeding issues ?!
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