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Here my mesh, a simple tunnel with 2 modifiers :

1) Subdivision surface

2) Displace Modifier

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In particular the displace modifier is created with the default library of Blender, Clouds like the image above shows.

Now i have imported this seamless map below and i want to use it instead of Clouds. There it is:

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This is my workflow:

1) I upgrade my definition with sub. surf. modifier, getting almost 200k vertices (this new displacement map need a mesh with more resolution in order to have a decent result).

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2) I apply the sub modifier.

3) I select all my mesh in Edit Mode and I used Smart Uv Project for having a Uv Map with these stats below.

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4) I open the displace modifier and insert the new displacement map. Here the stats I used:

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The final results is pretty decent but there is a problem: there are 3 seams, that I underlined in red.

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What could be the problem causing this distorsion? I tryed with many seamless texture and there are always these three lines.

Is there a method to fix it?

Here's the file, just in case

Thank you!!

EDIT: the problem could be created from seams of smart uv project. I tried with the unwrap and the results is this:

enter image description here

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There is a way to fix it?

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    $\begingroup$ One small note is that unless you really have to, don't apply the subsurf. There isn't any advantage to apply it (in this case). $\endgroup$ – Ray Mairlot Oct 5 '16 at 15:37
  • $\begingroup$ I apply the subsurf cause i need the uv map of my high poly mesh, otherwise how can i create the uvmap? From the initial mesh? Does still work with the displace? $\endgroup$ – Fuboski Oct 5 '16 at 15:44
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    $\begingroup$ I see no reason why it wouldn't work just on the initial mesh. $\endgroup$ – Ray Mairlot Oct 5 '16 at 16:06
  • $\begingroup$ Yes it's better; thank you @RayMairlot so much! I have just tried. Any advice about that lines; for sure are the seams of smart project view. i have already tried with the unwrap and where are the seams, there the lines. I edit the question $\endgroup$ – Fuboski Oct 5 '16 at 16:08
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Just make one seam along the whole tube (not around). Simply unwrap it. You should get a square. If it matches the whole UV space it will be seamless.

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  • $\begingroup$ The problem is that I have not a cylinder but polygon with 9 sides, one of them flat. If i use this method my uv map overlaps and has many distorsion; Are there any different path? $\endgroup$ – Fuboski Oct 5 '16 at 19:43
  • $\begingroup$ @Fuboski I have changed my answer. It is a little short since I am at work. If you want more details I can give them later. $\endgroup$ – Gunslinger Oct 6 '16 at 8:48
  • $\begingroup$ Yeah that pretty works!! Thank you so much @Gunslinger !! I would like to ask you this last thingh . . . If the target is to create a uv map that matches the whole uv space in order to be seamless (that means the uv map must become a square), It will be possible in Blender, whatever will be my uvmap after the unwrap, modify and adapt it like a square? Is there any addons or technique? $\endgroup$ – Fuboski Oct 6 '16 at 9:43

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