There is something weird about his bake. I thought it looked localized-- look at the spheres that are his eyes-- but all those squares look weird. Again, I can’t see it very clearly. And I don’t do lightmap packs except on early concept crap, because how hard is it to make real seams? But maybe you’re right.
But still, if he bakes with 0 margins, he’s just trading one problem for a different problem. If you’re using texture filtering (which you should use, and which MN is using), you don’t want 0 margins, or else you’re going to have something that looks fine at base miplevel only, with weird, only-shows-up-after-spending-a-week-rendering border artifacts. Worst kind of artifact to have. Not something where you wait until it’s broken to fix it.
Unless there are hidden 256 px per-island margins on a lightmap pack like you’re suggesting-- which would imply he’s using like a 16k texture, so I don’t think that’s the case.
Even if he doesn’t want to give it a real unwrap, doesn’t matter that you waste texture space, it’s better not to have border artifacts (or moire artifacts, the alternative)-- pack it with margins and rebake.
The solution is, give it a real unwrap, with UV island margins, and bake with margins.
Agreed fully. Blender can’t decide whether to treat us like we know what we’re doing or not. Unfortunately, there is some fundamental, theoretical knowledge required to make/understand 3D CG, and part of that is understanding the difference between texels and UV. They’re not equivalent.
But IIRC, at least it adds some units to the descriptions so that it’s clear enough. Much better than some other unitless differences…