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I have a model with a texture applied and this is what happens when the model is viewed from far away :

enter image description here

enter image description here

There are those white lines visible where the seams are but only when viewed from far enough, upclose, no seam is visible at all. My UVs have enough margin so I really don't know what is causing this.

enter image description here

The only thing I know is that they are only visible in realtime renderers. They are not visible in Cycles render view. They are also visible when the model is exported as a GLTF and viewed in a GLTF viewer.

Is there a way to fix/avoid this?

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    $\begingroup$ don't ask me where i saw this, but there was a tutorial i saw and he said, you have to "paint a bit over" the UVs so you don't get problems. So if you scale your UV down a bit like this [1]: i.stack.imgur.com/d0ZYv.jpg it works. $\endgroup$
    – Chris
    Oct 14, 2022 at 14:13
  • $\begingroup$ found it: explanation here: youtube.com/watch?v=9OVvnOh2ZGk. at 8:35 $\endgroup$
    – Chris
    Oct 14, 2022 at 14:16
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    $\begingroup$ Does setting the texture to 'Closest' texel instead of linear interpolation cover your cases? $\endgroup$
    – Robin Betts
    Oct 14, 2022 at 14:28
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    $\begingroup$ @RobinBetts, thank you. That actually solved it without having to scale the UVs. The problem is caused by the interpolation caused by mipmaping. Linear interpolation kind of blurs the image causing the colors at the edges of the UV islands to blend thus making the seams show up. Seting it to 'closest' solves it for blender but for models that need to be exported, Chris' solution is what works. In my case, I just need to turn up the bleeding when painting. $\endgroup$ Oct 17, 2022 at 6:59
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    $\begingroup$ Glad it's solved! Maybe @Chris should post his solution :) $\endgroup$
    – Robin Betts
    Oct 17, 2022 at 7:52

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