Norman3D
(Norman3D)
September 20, 2016, 3:01pm
4
That is where the problem starts, but even most offline renderers when doing dilation with just do a linear extrapolation with some blur to make it look nice. That is probably best when dealing with actual color textures but when the information is positional, it means the values on the edge would interpolate to values that were not continuous with the direction of the surface. It is like clamping the UVs right at the border rather than allowing them to continue past the border. If you then do things like spheremasks (which act like a ‘brush’) it means the edge pixels are effectively over weighted.
And yes, doing it as part of a BP can be important, say if you wanted to dynamically use a paintbrush on any given static mesh by just randomly choosing from the content browser without having to prep the mesh specifically to be painted on.
Btw I have no idea what is being covered on the training stream today. Something similar?
Oh yeah, totally understand the significance of the proper dilation, it’s awesome that you found a proper way of doing this. I would have probably learned to live with the issue. I think today’s stream is just covering the basics of the new render target functionality. I was hoping you were on!