0
Not a bug

Texture on my custom hi-poly sphere maps with strange splits and holes in the poles

Steve Sedlmayr 10 ár síðan updated by Freya Holmér (Developer) 10 ár síðan 4
I'm using Shader Forge to resolve an issue with Bumped Diffuse in Unity; apparently it is mutually exclusive with soft shadows. Creating a shader with SF resolves this wonderfully. But if I use a custom, hi-poly sphere I created in Maya, the texture maps in a very strange fashion: the texture is split longitudinally across the sphere and there are small holes in each pole. I can't figure out why this is the case; both the shader and the model are extremely straightforward and basic. The built in sf_sphere works great, but it doesn't have the level of detail I need.

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Answer

Answer
Not a bug
This shouldn't have anything to do with SF. It's either the texture import settings on your textures, or, most likely, your UV coordinates on the mesh that you defined in Maya
No feedback on this? I ended up using a smaller model from another package that has about ~4k tris instead of ~12k tris. Is there some sort of compatibility issue with Maya?
Answer
Not a bug
This shouldn't have anything to do with SF. It's either the texture import settings on your textures, or, most likely, your UV coordinates on the mesh that you defined in Maya
I'm willing to accept this answer; my only question is why does this only occur with ShaderForge shaders? None of the built-in shaders are other 3rd-party shaders have this issue with my model.
Could you create a side-by-side comparison?