# 3dsmax render to texture

**URL:** <https://forum.babylonjs.com/t/3dsmax-render-to-texture/27728>\
**Category:** Content creation (3dsMax, Maya, Blender, glTF)\
**Tags:** lighting\
**Created:** [February 17, 2022, 1:53am UTC](https://forum.babylonjs.com/t/3dsmax-render-to-texture/27728 "2022-02-17T01:53:06Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![yi\_jin](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/yi_jin/32/20881_2.png) [@yi\_jin](https://forum.babylonjs.com/u/yi_jin)\
**Post date:** [February 17, 2022, 1:53am UTC](https://forum.babylonjs.com/t/3dsmax-render-to-texture/27728/1 "2022-02-17T01:53:06Z")

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I want to bake the light map and then I use MAX render to texture, get the VRayCompleteMap, and then in blender will give this map base color and mission, but I found that when I shrink the object or a distant observation model, the model will appear black lines, and then I found that this is my cut UV lines, I want to ask what can be done to eliminate these black lines?  
 ![微信图片_20220217095241](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/3X/d/b/db0c1c8a80eddf2e79d4bacb4c2644c748f0b312.png)

 ![微信图片_20220217095245](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/3X/1/3/132dd3ffb43c899354838a84409dd3d55829938c.png)

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<div class="post-metadata">

**Author:** ![yi\_jin](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/yi_jin/32/20881_2.png) [@yi\_jin](https://forum.babylonjs.com/u/yi_jin)\
**Post date:** [February 17, 2022, 1:59am UTC](https://forum.babylonjs.com/t/3dsmax-render-to-texture/27728/2 "2022-02-17T01:59:51Z")

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I use flatten map directly, you can see the UV line and black line is highly overlapping

 ![微信截图_20220217095725](https://us1.discourse-cdn.com/flex024/uploads/babylonjs/original/3X/8/6/86f89fcb446c224694cdcb84e5e0b94584e64399.png)

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**Author:** ![Vinc3r](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/vinc3r/32/25340_2.png) [@Vinc3r](https://forum.babylonjs.com/u/Vinc3r)\
**Post date:** [February 17, 2022, 9:51am UTC](https://forum.babylonjs.com/t/3dsmax-render-to-texture/27728/3 "2022-02-17T09:51:11Z")

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What you called UV line is named “seams”. And you see black pixels when moving away of your object due to mipmapping (engine use a reduced size of the texture so as to free some VRAM), and also the lack of pixel color stretching around your UV islands (here a [quick and nice explanation from Painter doc](https://substance3d.adobe.com/documentation/spdoc/padding-134643719.html)).

First task to do is to not use a flatten mapping, but a manual unwrap, to get control about your seams placement, and keep enough space between your UV islands.  
If I remember well, pixel bleeding is handle by this parameter on the Render To Texture popup:  
[![](https://i.imgur.com/RvnNGRy.png) ](https://i.imgur.com/RvnNGRy.png)  
2 is quite low but OK if your texture is small (like 256px²), it’s up to you to see what value seems the right to fit, depending of your unwrap.
