Rendering artefacts when tiling meshes

Should I expect rendering artifacts / lines when I’m rendering meshes that are supposed to be tiled together? I know TileMaps etc are a thing, I was hoping to avoid that complexity for now and just be able to tile together meshes with seamless textures

BabylonJs


Blender


I do see the same thing in three.js, same results in chrome and firefox too


Raw mesh
shipTest.zip (11.7 KB)

Playground

This can be caused by a number of things:

  • Slight tile misalignment
  • Low geometric precision (GLB export settings)
  • Texturing issues (UVs, mip-mapping etc)

In your case, it seems to be a texturing/UV issue. Your floor/brick tile occupies only a small proportion of the overall texture and your UVs are precise, so the edges are showing a little bit of the adjacent transparent pixels. Ideally you should allow some padding of the texture - inset your UVs a little bit.

Using instanced geometry or (as you say) texture/UV tiling would be more optimal.

I modified your PG by scaling down your UVs a little:

This is just a hack. You’d be better off ensuring your mesh UVs are inset (and/or texture is padded) in Blender.

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amazing thankyou !

For anyone else, root-ish cause I was trying out a tool I haven’t used before called BlockBench which offers padding when creating textures but this option isn’t checked by default

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