Blog Post: Improved UV Dilation using Render Targets

This is very cool! So the problem with using the unwrapped position map as is, is the fact that you’ll get inaccurate position at the UV shell edges due aliasing? I’m assuming you would create this dilated version of the unwrapped position map offline, right? There is obviously no need to calculate this during runtime. Alternatively you could calculate it in an offline 3d package, although this is far more convenient (and better!).

I can’t wait to see today’s stream to get started!