MultiMaterial 'edges' / anti aliasing

I’ve created a multi-material sphere in 3ds max with four texture maps to display one large image. When viewed it has an edge similar to separate objects. Is this unavoidable? I’m guessing has something to do with UV vertices?

I’ve toggled almost all the texture options and haven’t found a solution to the four maps displaying smoothly together.

Attached is an image showing the intersection of the four texture maps. This is one piece of geometry, but I still get this edge.


Yes this is probably due to precision issue.

Did you try to clamp the textures? (texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE)

can you repro in the playground? It could be easier to find a fix

As Deltakosh answered it’s often resolved by clamping wrapping, but you may also have to tweak a little UV unwrap.

I don’t remember about 3dsMax unwrapping but in Blender you can activate the Snap to pixel option for example in the UV editor (having your current texture in background).

Continuing the discussion from MultiMaterial 'edges' / anti aliasing:

I typed in the mapping, should be spot on.
I’ll check the clamping. If not I’ll get a playground together.



texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;

And some offset in the sandbox tweeking did the trick. The 3ds Max exporter did not set the offsets properly, or maybe I’ve something wonky in 3ds Max. Either way I have object I need to move forward.


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That would be so surprising! :smiley: (ok ok, too easy to troll about max)