Reply To: Why is th UV island normal baking margin calculation by dividing the normal map resolution by 128?

Forum Archive Why is th UV island normal baking margin calculation by dividing the normal map resolution by 128? Reply To: Why is th UV island normal baking margin calculation by dividing the normal map resolution by 128?

#60163
Jonathan Lampel
Participant

    I fairly sure it’s just in the range of good values found by testing and that number is specifically convenient because a lot of common texture sizes are multiples of 128. I’d bet it also helps the result of downsampling to be a bit cleaner. More here: http://wiki.polycount.com/wiki/Edge_padding