Baking Tangent Space Normals produce maps with seams only apparent in GLSL within Blender and Unity.
Seams do not appear when setting bake and texture's image sampling settings to World Space or Object Space.
To Reproduce:
1. Open Attached WithMulti.blend file
2. Select "HiRez" model in Outliner
3. Select "LoRez" model in Outliner
4. Under Render select "Bake" to bake normal map
5.
Description
Event Timeline
The seam is happening because you are using the float buffer. I don't think that the floating point images are correctly supported for tangent space normal maps as the values created are too light and do not produce a valid value that is correct in tangent space, which is causing the seam.
If you want higher precision for tangent space normal maps, I would recommend using tiff and setting it to 16bit, which is plenty for normal maps.
Please see the attached file to see what I mean. :)
It's just the color management inside the image editor which literary screws up the colors for normal maps. The values itself are correct. But if you store such an image with color management and then use it as a normal map it will have false normals because the color management now screws up the image.
Fix in svn, thanks for the report. Color management is indeed problematic in the image editor, that will get improved once we have OpenColorIO, though this particular case was more of a bug in the current code not following design.
I'm afraid this bug is not fixed. Tangent normalmaps still baking with seams.
To reproduce:
1. open bake_bug.blend
2. Press "Bake"