I was setting up a scene with diffuse material blended with a null material (as a transparency map) and kept getting visible edges for the transparent material (as high-lighted - head.png)
Set up a simple scene to figure out, and it appears that on UV texture, the V=0 is picking the same as V=1. In uv_edge.png left model shows phantom edge, right model (diffuse blend from red to white) shows a thin red line on the V=0 edge.
Changing V to slightly larger (0.001) fixes, but on a pre-UV-mapped object, fixing would be a nightmare....
Otherwise, love the program - it just keeps getting better.... (long time reader, first time poster...)
UV Texture Coordinate Problem
UV Texture Coordinate Problem
- Attachments
-
- Head
- head.png (296.57 KiB) Viewed 7183 times
-
- UV Edge
- uv_edge.png (306.66 KiB) Viewed 7183 times
-
StompinTom

- Posts: 1828
- Joined: Mon Sep 04, 2006 3:33 pm
Well, I wrote a quick and nasty program to move the uv coordinates in my .obj file... I had to push anything between 0 and 0.05 up before the edge started to go away. I assume this would be dependant on texture map resolution, which makes it harder to work around...
Also, how about some different UV mapping options, rather than just repeating:
- Clamped: u <0 use u=0, u>1 use u=1, same for v
- Decal: when u and v between 0 and 1 inclusive, use texture, otherwise use diffuse colour from material definition.
Thanks.
Also, how about some different UV mapping options, rather than just repeating:
- Clamped: u <0 use u=0, u>1 use u=1, same for v
- Decal: when u and v between 0 and 1 inclusive, use texture, otherwise use diffuse colour from material definition.
Thanks.
