Bake Geometry Textures - Normal Map UV Island Seams

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Hi everyone,
I’m running into a problem with Copernicus Bake Geometry Textures where my normal maps are showing visible seams along UV islands.

I’ve tried a bunch of approaches—including different mesh prep methods and bake settings—but the seams persist. Some things I’ve tested: high-res - low-res workflow, quads vs. triangulated low-res, different UV layouts
My suspicion is that the issue may relate to mesh preparation, specifically this note in the documentation [www.sidefx.com]:
“Make sure your low-res normals and tangents are normalized and orthogonal to each other on vertices and points”
…but I’m not fully sure what that means in practice or how to verify/fix it.

I’m on macOS, so the only available Tracer is Embree v3.13.1, in case that’s relevant.
I’ve attached screenshots of the bake results and my node graph.

If anyone has come across this issue or has any ideas, I’d really appreciate the help

Attachments:
Screenshot 2025-11-13 at 6.36.42pm.jpg (219.0 KB)
Screenshot 2025-11-13 at 6.36.48pm.jpg (617.8 KB)
Screenshot 2025-11-13 at 6.37.28pm.jpg (192.2 KB)
Screenshot 2025-11-13 at 6.38.04pm.jpg (218.4 KB)

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Joined: 9月 2011
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There should be seams there, because the tangent space is discontinuous across the seam. What matters is if the computed world space normal after applying the normal map also has a seam and if there is a shading discontinuity. There will always be some shading discontinuity across normal map seams, but ideally it's subtle.

Sorry if the answer is, "avoid seams, and place necessary ones across logical geometric boundaries"
Edited by jsmack - 2025年11月16日 15:29:14
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