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?

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  • #12678
    Ingmar Franz
    Participant

      Thanks, @jlampel, for the helpfull tips concernning the preparation for a successfull normal map baking! Is the division by 128 for the calculation of the UV island normal baking margin based on the normal map resolution just a value found out by testing or can it be justified mathematically? I know that 128 can be expressed as the result of 2 raised to the power of 7, but maybe there’s an explanation beeing a little bit more detailed. 

      #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 

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