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I have been using the UV Border Distance generator to create trim details on pieces of mesh, but am having some issues with larger meshes having these dots that seem to come from the generator.
The random dots seem tied to texture resolution. If I export in 8k there's significantly more, if I lower to 2k most go away but a few remain. Display is at 4k currently.
Does anyone know what causes this or how to fix it/prevent it?
Hey again @Cyril Dellenbach,
ReUV mapping the object didn't do anything for me, the dots just kept moving around as I remapped it inside Blender, however I think I've found the issue.
In Blender, I am using the Subdivision Surface modifier on my meshes and when the alembic is exported it just bakes it into the model. Removing the modifier seemed to fix the issue and I noticed baking the modifier before export also fixed it. When futzing with the settings, I realized it's most likely the Limit S
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Hi @Lantios,
This definitely shouldn't happen. Would you mind sharing the project, so I can take a deeper look and check there's no bug involved?
Obviously, you can send it to my personal adress if you don't whish to share it here (cdellenbach@adobe.com)
Keep me posted,
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Hi again @Lantios,
I've check your file and was able to solve the issue.
To be honest, I've simply unwrapped the problematic UV island once again and everything went fine. My guess, is that this UV island had vertices unconnected to each other, creating some sort of "invisible holes".
Tell me if you're not able to correct the issue.
Best regards,
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Hey again @Cyril Dellenbach,
ReUV mapping the object didn't do anything for me, the dots just kept moving around as I remapped it inside Blender, however I think I've found the issue.
In Blender, I am using the Subdivision Surface modifier on my meshes and when the alembic is exported it just bakes it into the model. Removing the modifier seemed to fix the issue and I noticed baking the modifier before export also fixed it. When futzing with the settings, I realized it's most likely the Limit Surface being on.
"Use Limit Surface" is on by default, so I've never bothered turning it off because I assumed it's important given that it's on by default. It says it "places vertices at the surface that would be produced with infinite levels of subdivison", which I think is where the unconnected vertices you describe must be coming from.
After turning it off, no more dots in Substance when I use the mask!
Thanks for looking into it, you helped me narrow it down.