When using the Bake command to bake textures to a polysurface, the resulting UV texture has black borders between islands. This then shows up on all of the edges of the surfaces in the polysurface and hence creates issues in downstream processing.
I currently solve this by loading the texture into Photoshop, strip out the borders to transparency and then use the excellent G’Mic plugin Solidify filter to create a gradient that matches the edges of each UV island.
Is there any chance that we could get Rhino to do proper borders between UV islands?
The file I was working on was large, complex and had very big textures, so I thought I’d just make a simple blob from scratch to show what I was talking about. File attached (hopefully textures are embedded).
Initially I baked at a fairly low res and all was good. The UVmap texture had nice bleeds into the borders and no nasty black lines showed up.
Then I baked at 8K and the black lines are back. If you have a look at the baked texture in photoshop you can see that the border bleed is very small and I suspect that anti aliasing is encroaching back into the texture.
Then a whole new problem showed up that I have never seen before.
I meshed the baked polysrf and magically two of the UV islands got swapped!!!
Due to the missing texture in your model, I used a UV Grid Texture to replace the original texture. The test results appear relatively normal, and the errors you mentiond earlier did not occur, fyi.
@jessesn at second 24 of your video you will see the black lines appear mentioned by @Steve_Howden - perhaps with this uv texture it isn’t as apparent, because it is grayscale, but the unwanted lines clearly appear after baking.
Sorry about the missing textures. I’m a “keep my assets organised on my server” kind of guy, so I NEVER use the save textures tick box. I tried it for the previous file, but it obviously didn’t work. I’ll have an off topic rant about embedded textures in the PS at the bottom of this post.
Attached is a zipfile including the textures. These colours will make it easier to see the issue.
The extra issue that cropped up was the fact that when meshing the baked polysrf, some of the UV islands got swapped (see the reversed “test” text for example). Could you please try meshing the polysrf on the “srf baked” layer and see what you get. I can’t for the life of me work out what is going on there.
Cheers, Steve
PS Save textures default behaviour
I understand the need to cut down on the students and new users contacting tech support with “my textures can’t be seen by the person I sent my file to” requests. However, penalising experienced users with this retrograde step is intensely annoying.
Personally I think a system like Adobe Indesigns package for export would be much better.