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White edges with my Normal Map: could be alpha channel the solution?
I know, the problem of white edges have been treated a lot, i read many threads dealing with this argument, but i can't solve my problem and often i can't even understand the answer in the forum (in particoular when the focus is photoshop, i'm a beginner in this huge world).
To be the clearest I can :
This is my low poly(8 vertices cube-unique smoothing group) and my high poly:
I baked with Xnormal the normal map and then export all in unity 5.3.4f1 64 bit.
The final result is this one:
As you can see there are these white edges all long the cube. I can't find a way to fix them. Could be a problem of trasparency, or of mesh, maybe normals, or again tangnet space . . . I really can't realize. I try to solve it using the solution of @duck
http://answers.unity3d.com/questions/10302/messy-alpha-problem-white-around-edges.html
but didn't work. I would like to underline a thing: if i move around the cube, the white edges move with me, in other words, where the part of my cube should be trasparent (thanks to the normal map from the high poly) there will be the whit edge. COuld be a problem of poor geometry? Could be a problem that can be solved only with a texture, or is possible to have an alpha channel for Normal map?
Anyone can help me please?
I'm using this version: Unity 5.3.4f1 64 bit $$anonymous$$y bad sorry, I edit the question.I realize now i wrote 3.5 ins$$anonymous$$d of 5.3. $$anonymous$$y sincere apologies.
which shader you are using? attach the image of your shader parameters like first image in this page.
https://docs.unity3d.com/$$anonymous$$anual/class-$$anonymous$$aterial.html
This looks to me, like each vertex of the model does NOT have 3 DIFFERENT normals (normal being the "face direction"), or if they do, they do not point the same direction as the cubes faces. This is why those edges looks rounded, and whiter. So for your mesh, you should have a TOTAL of 24 verticies ( 8 corner position points X 3 normals per vertex ... 8x3=24)
Each triangle of the mesh uses three of the vertices stored in the mesh. USUALLY, the three vertices that make up a triangle have the SA$$anonymous$$E normal (when you want it to look flat), but when they don't, you can get cool not-flat/curving surface lighting (like that white shine you want to eli$$anonymous$$ate)
This is a comment, not an answer, because I cannot help with the import of the mesh.
If you WANT those edges rounded, and still want to eli$$anonymous$$ate the white "shine", play with the metallic and smoothness setting in your shader, that might help reduce (but not eli$$anonymous$$ate) it.