UV seams visible with displacement texture #63200

Closed
opened 2019-04-01 23:18:34 +02:00 by Andrew Charlton · 10 comments

System Information
Operating system: Windows-10-10.0.16299 64 Bits
Graphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.34

Blender Version
Broken: version: 2.80 (sub 53), branch: blender2.7, commit date: 2019-03-31 21:52, hash: b936d7b16c
Worked: (optional)

Short description of error
The attached file was produced starting with a blank displacement texture then flood-filled with white in texture paint mode. The UV seams are visible in Eevee. They are visible in cycles render preview for the first few samples before fading away. This problem seems limited to the displacement texture. I did the same thing for the base colour, and no seams are visible.

Exact steps for others to reproduce the error
See problem in attached file. Sphere should be a completely smooth ball

image.png

displacement.blend

**System Information** Operating system: Windows-10-10.0.16299 64 Bits Graphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.34 **Blender Version** Broken: version: 2.80 (sub 53), branch: blender2.7, commit date: 2019-03-31 21:52, hash: `b936d7b16c` Worked: (optional) **Short description of error** The attached file was produced starting with a blank displacement texture then flood-filled with white in texture paint mode. The UV seams are visible in Eevee. They are visible in cycles render preview for the first few samples before fading away. This problem seems limited to the displacement texture. I did the same thing for the base colour, and no seams are visible. **Exact steps for others to reproduce the error** See problem in attached file. Sphere should be a completely smooth ball ![image.png](https://archive.blender.org/developer/F6906013/image.png) [displacement.blend](https://archive.blender.org/developer/F6906011/displacement.blend)

Added subscriber: @Scaredyfish

Added subscriber: @Scaredyfish

Added subscriber: @WilliamReynish

Added subscriber: @WilliamReynish

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
William Reynish self-assigned this 2019-04-02 11:32:53 +02:00

This happens just because the texture paint bleeding was too low.

If you properly fill the actual texture, you don't see any seams:

Screenshot 2019-04-02 at 11.31.53.png

This happens just because the texture paint bleeding was too low. If you properly fill the actual texture, you don't see any seams: ![Screenshot 2019-04-02 at 11.31.53.png](https://archive.blender.org/developer/F6906906/Screenshot_2019-04-02_at_11.31.53.png)

That was obviously just an example. Filling the entire texture with white is not a practical solution. The white sections are entirely within the UV bounds. If the texture paint bleeding is too low to prevent such artifacting, isn’t that at the very least a texture paint bug?

That was obviously just an example. Filling the entire texture with white is not a practical solution. The white sections are entirely within the UV bounds. If the texture paint bleeding is too low to prevent such artifacting, isn’t that at the very least a texture paint bug?

No, I don't think it's a bug. It's an inherent issue with mipmapping and bleeding.

You might want to increase the bleed here, from 2px to perhaps 8 or so:

Screenshot 2019-04-02 at 11.45.20.png

It could have a higher default, but that can cause issues when UI islands are too close.

No, I don't think it's a bug. It's an inherent issue with mipmapping and bleeding. You might want to increase the bleed here, from 2px to perhaps 8 or so: ![Screenshot 2019-04-02 at 11.45.20.png](https://archive.blender.org/developer/F6906923/Screenshot_2019-04-02_at_11.45.20.png) It could have a higher default, but that can cause issues when UI islands are too close.

Ok, thanks.

Ok, thanks.

Added subscriber: @Lumberjack1987

Added subscriber: @Lumberjack1987

this is actually still an issue.
I've baked the displacement out of ZBrush, I've tried it both with smooth UVs and linear ones.
The best results so far I got with linear UVs, where I don't use the "smooth UV" option in ZBrush and where I use the "sharp" option in the subdiv modifier in Blender.
Edge padding of 10 pixels, tried resolutions from 512 to 4K with the same results.
I'm always ending up with a uniform line along the UV seams.

Our whole company works with Blender and I've talked to colleagues and leads in both the modelling and surfacing department and everyone reports the same issue.
This is happening on every model, not just this one.
image.png

this is actually still an issue. I've baked the displacement out of ZBrush, I've tried it both with smooth UVs and linear ones. The best results so far I got with linear UVs, where I don't use the "smooth UV" option in ZBrush and where I use the "sharp" option in the subdiv modifier in Blender. Edge padding of 10 pixels, tried resolutions from 512 to 4K with the same results. I'm always ending up with a uniform line along the UV seams. Our whole company works with Blender and I've talked to colleagues and leads in both the modelling and surfacing department and everyone reports the same issue. This is happening on every model, not just this one. ![image.png](https://archive.blender.org/developer/F8390137/image.png)

And just to show what settings I've used for the export in ZBrush.

image.png

And just to show what settings I've used for the export in ZBrush. ![image.png](https://archive.blender.org/developer/F8390141/image.png)
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Reference: blender/blender#63200
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