View Full Version : lowpoly radiosity baked segment borders problem
07-08-2004, 02:18 PM
well we are working on a game project and i am painting the textures on lowpoly models.But after that i want to bake the textures for different reasons.But there is a problem the engine we use is making mipmapping.Which means it automatically blurs the texture map with distance.As lightwave bakes the illumination it leaves the borders black between segments.And when the engine blurs it, the borders get a black line between them.
now the question is:
is there a way to make lightwave to bake the textures segment borders a bit more smudgy? i mean can lightwave in a way smudge the pixels in the borders a few more pixels?i remember there was a solution for this but i couldn`t find it:\
07-08-2004, 02:30 PM
Microwave plugin avalable from http://www.evasion3d.com/mw_intro.html
but LW can't do this itself. What i woud do is just edit this in a 2d app.
take image and make a duplicte layer. Then set the top layer to screen. this will make the black transparent. Then just use what ever way you like to push those edges out on the bottom layer.
If you bake is fast enough. Make two two uv maps one being slighty pushed out from the other and use that as your bottom layer in the 2d app.
07-08-2004, 02:36 PM
can microwave do this?
Thanks for the workarounds also but if microwave can do this it will be really cheap way to do it.Because as i see it will cost us a lot more working on them one by one:\
07-08-2004, 11:53 PM
From the MicroWave manual:
When using texture antialiasing in LightWave or mip-maps in OpenGL, out-of-polygon pixels can be also taken into the antialiasing process which usually results in weird black dots / lines seen on the edges of polygons. Expand is a post-process filter, which copies (expands) pixels beyond polygon's edges in the UV Map. You can specify how many pixels will be added, also note that only-out-of-polygon pixels in given UV Map will be modified. This way "black" pixels are removed and antialiasing on the polygon edge will be smooth. You can see its effect on the following pictures.
07-09-2004, 06:42 AM
cool:thumbsup: thanks for the info.
01-18-2006, 04:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.