Athelios Posted August 30, 2016 Share Posted August 30, 2016 Hello, I have got procedurally generated terrain. Terrain is divided into chunks. There is texture atlas image which contains all block textures. UVs of certain block are set to appropriate positions in texture. But it renders also edges of neighbour block texture: Atlas texture: Any help appreciated! Quote Link to comment Share on other sites More sharing options...
gryff Posted August 30, 2016 Share Posted August 30, 2016 13 minutes ago, Athelios said: UVs of certain block are set to appropriate positions in texture Can you change the UVs so that they are inside each texture by about 1 or 2 pixels? cheers, gryff Quote Link to comment Share on other sites More sharing options...
Athelios Posted August 30, 2016 Author Share Posted August 30, 2016 6 minutes ago, gryff said: Can you change the UVs so that they are inside each texture by about 1 or 2 pixels? cheers, gryff Changing UVs inside about 1 or 2 pixels doesn't affect result, but 50 pixels inside changed result: You can see far blocks still have green edges. It can be a solution but I think there must be clearer solutions. Thanks! Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted August 30, 2016 Share Posted August 30, 2016 The default setting for Blender baking is 16 pixels overage. Quote Link to comment Share on other sites More sharing options...
Athelios Posted August 30, 2016 Author Share Posted August 30, 2016 9 minutes ago, JCPalmer said: The default setting for Blender baking is 16 pixels overage. The chunk mesh is generated by script, not from by Blender. Can be this setting changed? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted August 30, 2016 Share Posted August 30, 2016 Was only suggesting something in between, but now that I look closer that is for when the whole image covers the mesh. You are tiling / repeating. I export 2 properties on textures for that, wrapU & wrapV. It looks like you only have a seam in one direction, are doing both with WRAP_ADDRESSMODE or 1? If so, are both your texture dimensions an exact power or 2? If not, on load to gpu they are made that way. Quote Link to comment Share on other sites More sharing options...
Athelios Posted August 31, 2016 Author Share Posted August 31, 2016 20 hours ago, JCPalmer said: Was only suggesting something in between, but now that I look closer that is for when the whole image covers the mesh. You are tiling / repeating. I export 2 properties on textures for that, wrapU & wrapV. It looks like you only have a seam in one direction, are doing both with WRAP_ADDRESSMODE or 1? If so, are both your texture dimensions an exact power or 2? If not, on load to gpu they are made that way. I have WRAP_ADDRESSMODE of 1 by default. Changing wrapU and wrapV didn't help. Textrures are exact power of two (1024x512). The seam is only in one direction because texture tile transitions are only on one side: Image shows how UV map is repeated. My guess is that far UVs are resized or texture is compressed which result to UVs intersection to grass texture. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.