I had hard edges and separate UV islands but no cage. Adding a cage mesh fixed this problem. I was wondering if I always need to use a cage? Perhaps there could be an option to use the low poly as the cage mesh. Thanks!
When you select at least a high poly and low poly object the UI for baking will show the ‘Ray Distance’ property which acts like the cage extrusion size
The documentation is not very clear about that, I will improve that. The same setting and language is used in the Cycles Bake settings
you could try implement my old normal to cavity map node setup. Its similar to the one you have but it was designed to work in realtime viewport.
That is some very nice stuff, I actually have not yet seen this before. Thank you very much, bookmarked now and will have to investigate what is useful to translate. At least now I already have some code foundation to add more compositing nodes.
Blender can do it already, you need camera icon on FROM and selected uv channel TO
Thanks that is exactly the kind of stuff that I wouldn’t be able to figure out myself like that and where it is great to get input from people like you. Should be easy to script.
@Brazucka & @fiendish55
Yes it seems to be the UV sync mode. Unfortunately the selection modes in UV sync mode (e.v. vert, edge, face) are different to the regular uv selection modes even though the UI might make you think otherwise. Therefore I can’t support UV sync modes as it handles completely different selection data.
Right now I changed the UI a bit to highlight that the sync mode is active and in most TexTools UV layout tools not desired