Last updated on
May 24, 2023
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- Common questions
- How to export the baked maps?
- Is dithering applied to baked textures?
- Should I enable "Compute tangent space per fragment"?
- What are Assbin files?
- What is the bit depth of baked textures?
- What is the difference between the OpenGL and DirectX normal format?
- Why are there strange stretches in my textures after baking or exporting?
- Why is Matching by Name not working with Ambient Occlusion/Thickness?
- Why is my mesh fully black after baking?
- Common issues
- Aliasing on UV Seams
- Baker output is fully black or empty
- Baking failed with Color Map from Mesh
- Black shading cross are visible on the mesh surface
- Mesh parts bleed between each other
- Normal map has strange colorful gradients
- Normal texture looks faceted
- Seams are visible after baking a normal texture
- Seam visible on every face
- Texture baked outside of Substance software looks incorrect
Why are there strange stretches in my textures after baking or exporting ?
Alert:
Question
Why are there strange stretched lines or colorful gradients outside of the UV island after baking or exporting ?
Note:
Solution
The Substance Bakers apply both diffusion and dilation outside the UV islands to fill the gap and ensure the texture will work fine in game engines when mipmaps will be generated. To learn more about this see: Padding.