General Category > Anim8or v1.0 Discussion Forum
texture tiling edge issue
thecolclough:
i'm working on a few clips of maps as inserts for someone else's documentary project, and trying to use anim8or to let me do a camera move pushing into the map. to allow for UHD renders, i've had to make the map very high resolution (about 13k x 8.5k pixels!).
anim8or seems to limit texture sizes to 4096 x 4096, so i've had to split up my map into several tiles. however, despite all the tiles being exactly the right sizes so that there shouldn't be any gaps between them (200 units square, with 200-unit difference in their placement), you can still see grey hairlines in the render where they meet.
i'm using the latest stable release (dated 29 may 2017), with scanline - ART crashes whenever i try to render the scene.
i can't remember if the latest dev builds support higher-res textures, and if not then i'd appreciate any help on eliminating these hairlines because they're a bit of a deal-breaker at present.
sample frame attached - you'll need to expand it to see the problem.
thanks in advance :)
Raxx:
Are these the same mesh, and did you merge the points?
thecolclough:
they started life as separate pieces, but i've merged the solids and then merged the points. if i made one mesh and then tried to UV the various textures onto it, then i wouldn't know how to align them precisely enough. texturing isn't my strongest suit :P
Raxx:
I can replicate the seams. This would be more @Steve than anything else as it has to do with UV border handling.
I can think of one fairly convoluted way to get past it:
* In an image editor, scale each image down to 4094x4094 without cropping it, and center it on the image.
* The canvas and entire image remains 4096x4096--basically you should have a 1px border around it
* Load up the textures into your project, replacing the old ones
* Slice and delete the 1px border using the knife or retopo tool, and then reassemble the map.
* You may need to scale the image down further and increase the border pixel size
AlecJames:
Not a solution but could you work around by using 2 objects, a large one with a low-resolution image and a smaller one with a high-resolution image.
Overlay them in the scene and switch the visibility of the large off, small on, when the small image fills the camera frame? (when the camera zooms into it).
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