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I’m sure most people will be familiar with bright white blotches at the outer edge of displacement maps (or is it just me?).
Any chance of some kind of correction so that when the baking routine meets a gap or hole in the relationship between the low and high res meshes, instead of shooting off to the extreme white value that gives us nasty spikes on the mesh, default back to 0/black.
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There is a fill holes function. Can you give some info about what version you are using and perhaps a screenshot of your Texture Bake settings and UVs? That will help us help you.
Thanks
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