mache Posted August 8, 2016 Share Posted August 8, 2016 Hello, I am applying texture using my own uv2. This is the texture applied on a sphere (normal map): And this is the texture: So my problem is that on border of each parts there are seams due to the interpolation between one texel colored and another one at Color4(0,0,0,0). This is causing void then black till the right one value. I could expand the border of one texel (dilatation) to fix that but this is increasing padding in my texture... So first I would like to know if there is another way to cancel this interpolation. Thanks ! Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted August 8, 2016 Share Posted August 8, 2016 You can choose your sampling mode : nearest, bi/trilinear. But first you better redo the unwrap, to not waste texture space, then when you bake or create the texture you can expand the padding and leave the background transparent. The dilatation could be post-produce next. mache 1 Quote Link to comment Share on other sites More sharing options...
mache Posted August 8, 2016 Author Share Posted August 8, 2016 Hi thanks for your reply, So I try all the sampling mode: the nearest one cancel the interpolation which is nice I can't redo my unwrap because this is automatically generated by an algo...however in the example, the padding of my atlas can be reduce. The background is already transparent this is why seams are transparent. Seams are due to uv2 which are round to the the texel transparent on the border and not the one coloured, so I think dilatation is the only way to fix it. Thanks again Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted August 8, 2016 Share Posted August 8, 2016 In case you use Photoshop, Flaming Pear give some free scripts and you have 3 ways to do dilatation (solidify A, B & C) Quote Link to comment Share on other sites More sharing options...
mache Posted August 8, 2016 Author Share Posted August 8, 2016 I can't use photoshop because everything is made at the runtime, I apply it using shaders, now it's looking nice ! Quote Link to comment Share on other sites More sharing options...
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