1
$\begingroup$

enter image description here

Here I have a simple white-to-transparent image in the UV editor.

enter image description here

I've selected a plane thats in correct proportion in size to the image, and I've unwrapped it.

enter image description here

enter image description here

At first, it looks just fine.

enter image description here

When you zoom in or focus at the very edge of the plane, you can see a little error: the texture and unwrap goes from white to transparent, but the object is showing a little white part at the edge of the object. It is small, but it is very noticeable in play-mode.

How can I fix this? How can I have the texture not show these errors?

$\endgroup$
4
  • $\begingroup$ Black on black is not really good to notice anything. Please post images with higher contrast. I can't see what you mean $\endgroup$
    – Monster
    Commented Feb 12, 2016 at 4:59
  • $\begingroup$ Yeah, my bad. But the last image is the edge of the plane - I've just zoomed in. I'll get to it when I can. $\endgroup$
    – blackhole
    Commented Feb 12, 2016 at 21:54
  • $\begingroup$ How about preparing a sample with more contrast e.g. solid white? $\endgroup$
    – Monster
    Commented Feb 15, 2016 at 6:25
  • $\begingroup$ Does it show up this way in the render too, or only in the viewport? $\endgroup$
    – PGmath
    Commented Feb 19, 2016 at 13:49

1 Answer 1

3
$\begingroup$

Cause

I think the texture gets blurred either because it is scaled out or scaled in via automatic mipmapping texture.

enter image description here

Blur means the adjacent texels are considered when calculating the color.

It will include any texel outside the UV area. It even wraps around the around the texture's border (which is the cause of the effect you discover).

enter image description here

Solution

In both cases I suggest you shrink the UV-face that you get some border around the face (in UV-Editor).

enter image description here

Reference

See Avoid Seams in Textured Objects

$\endgroup$
4
  • $\begingroup$ This is a very recurring issue. Resizing tons of faces doesn't really seem to be an ideal solution. Is there a way to stop the "blur" rather than compensating for it? $\endgroup$
    – blackhole
    Commented Feb 19, 2016 at 22:36
  • $\begingroup$ You do not need to change tons of faces. Just to faces with the problem (corner to higher contrast colors and corner to texture border with higher contrast on the opposite side). And yes, when you know about that you can design your UV right from the beginning that way. $\endgroup$
    – Monster
    Commented Feb 22, 2016 at 5:13
  • $\begingroup$ So, I'm trying out the solution. How exactly would this be done properly, so that the texture still covers the same amount of the UV image as before? In the above example the face is the entire image. If I have a larger image, the face will still cover the entire thing. Thus, I will shrink it down. But How much? In some specific areas I need to have the exact image/face scale so that it looks just like before. $\endgroup$
    – blackhole
    Commented Feb 25, 2016 at 22:12
  • $\begingroup$ I added images to the answer. I hope that makes it more clear. - To cover the same amount of texture ... increase the texture size and add a border to the image $\endgroup$
    – Monster
    Commented Feb 26, 2016 at 7:26

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .