Author Topic: Texture baking artifacts along edges  (Read 402 times)

2025-05-19, 20:24:20

jonny

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Hi,

Our studio has been creating VR experiences and we have run into an issue with Corona texture baking that has been quite annoying.  White lines / artifacts seem to appear along many edges, especially around tight chamfers with edges close together.  I have tried many ways to resolve this and while I have been able to reduce the effect I have not been able to completely solve the problem.  The scene archive is attached.  I am baking to UV2.  We are using the latest Corona, 12.2.

I have stripped the scene down to a simple box with a few lights and a corona sky.  I made a simple diffuse only material to further simplify.

Here is the original geometry


Starting out I had some messy UV's auto generated by Unwrella.  You can see the white lines along the wood are very apparent.


Cleaning up the UV's helped a good bit.  This is where I simplified the scene to only diffuse materials and simple boxes.  It is worth noting that these lines show up in other elements, such as diffuse color, normals, AO, etc.


At this point I reduce the chamfer count significantly, so it's only 2 edges on a 45 degree angle.


This helps even more but it is still apparently at the corners.  This is also not ideal as we want some of the geo to have smooth chamfered edges.


I tested many, many settings in corona to see if I could completely remove the white artifacts, but nothing helped.  I tried every combination of GI settings along with disabling GI entirely.  I tried disabling padding on RTT.  I tried Bake to texture instead of Render to texture.  I tried disabling image filtering.  I tried disabling the environment and even all the lights as well.  I reset all tone mapping settings.  I even tried changing almost every development/experimental setting.  I merged the geometry into a fresh scene with no lights and just setup one plane light.  It's worth noting that even with all lights and the environment turned off, so the beauty pass was completely black, these lines still showed up in the diffuse color pass as you can see below.


Any idea what is going on here?  We are ramping up our VR efforts significantly and this is becoming more of a problem as we scale up.  We have done baking in Vray, but we much prefer to use Corona for a multitude of reasons.

Thank you.
« Last Edit: 2025-05-19, 21:00:11 by jonny »

2025-05-19, 22:45:13
Reply #1

romullus

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The problem is that texture baking was never properly supported in Corona. Most likely it's not that you're doing something wrong, it's the feature isn't working as it should.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2025-05-20, 02:39:57
Reply #2

jonny

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I am very much hoping that is not the case.  I do know that baking is a bit of an afterthought and not their primary focus.  Fingers crossed.

2025-05-20, 19:55:12
Reply #3

jonny

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Alright, for anyone who stumbles across this thread in the future, I found another thread that indicated the problem is with long skinny polygons.

The solution here was to add more geometry temporarily.  Whether it be a subdivide or an edit poly mod on top with more connects, it worked.  This solution will work for us, as after sending the bake we can disable or delete the mod to export the optimized geometry.  This allows us to keep our nice chamfered edges too.



Cheers