I have a mesh with three different materials. I applied different procedurals to each. When baking the diffuse texture give me no problems, but the normal maps are giving me strange stretch patterns around where the materials change.(I will post the file if someone will tell me how, but for now, on the image is the set up of one of my procedural normals with its result in the top two images. The bottom two images show the generated normal image and how it looks on the model.)
(someone let me know :
(You will have to hit the bake button as apparently the downloaded version decided it would be great to make the normal texture blank- thanks blender. No other setting changes should be required. )
For a picture of the issue: https://i.stack.imgur.com/NglD0.jpg
(I have two copies of this question- how do I delete one?)
This is happening because the model gets subdivided, but there are no support edges on the outside of the rounded decorations, which causes the UVs to get stretched. This is only visible on the baked version, because the procedural material doesn’t use UVs.
You can fix this problem by doing this:
1-Select all the polygons of the rounded decorations, to the very last edge loop before they join with the rest of the object.
2-Invert the selection. You now have eveything selected except the decorations.
3-Use the inset tool: this will add an extra edge loop around every decoration, helping the model keep its shape during subdivision.
When making a subdividable model, you can help an edge stay sharp by placing extra edge loops on both sides of it. The thing is, it’s important that the edge loops are on both sides, not just one, or else you could get some UV stetching.
Goodness thanks! Folks- keep a keen eye on those edge loops. Actually, I found the inset tool a little insufficient for this task, but you did find the root of the problem.