UV BUG
Moderator: juanjgon
- mstewart152
- Posts: 107
- Joined: Tue Jun 17, 2014 7:01 pm
- mstewart152
- Posts: 107
- Joined: Tue Jun 17, 2014 7:01 pm
here is a simple scene. One plane with 2 uV maps.
one map covers entire plane
other map covers just the middle. Reason for this is so you can make more detailed textures and masks for certain parts of terrains. If you unweld the points around the border of the inner UV map the error goes away. But then that creates smoothing and subpatch issues.
upon scene load, you can clearly see the weird white border along the edge.
In lightwaves engine, this error does not render, but can be scene in open GL.
one map covers entire plane
other map covers just the middle. Reason for this is so you can make more detailed textures and masks for certain parts of terrains. If you unweld the points around the border of the inner UV map the error goes away. But then that creates smoothing and subpatch issues.
upon scene load, you can clearly see the weird white border along the edge.
In lightwaves engine, this error does not render, but can be scene in open GL.
- Attachments
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- uv_bug.zip
- (14.75 KiB) Downloaded 84 times
Yes, I see. The problem is that the first UV map is not complete ... in it only the vertices of the middle polygons have a UV coordinate. All the other points are removed from the map, so they don't have an available UV coordinate and the behavior is unknown (usually they get an UV coordinate from other map, if available)
You can't remove vertices/polygons from an UV map that is going to use the same materials, all the object vertices must have a value to avoid side effects. You could for example put all the vertices of the polygons not used in 0,0 ... or like in the attached example, make the UV map bigger, and set the texture border mode to clamp to don't repeat it.
-Juanjo
You can't remove vertices/polygons from an UV map that is going to use the same materials, all the object vertices must have a value to avoid side effects. You could for example put all the vertices of the polygons not used in 0,0 ... or like in the attached example, make the UV map bigger, and set the texture border mode to clamp to don't repeat it.
-Juanjo
- mstewart152
- Posts: 107
- Joined: Tue Jun 17, 2014 7:01 pm
ok, goot tip.... think scaling it would be the answer, thanks!