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Known Participant
October 16, 2023

Uv seams on model despite setting shell spacing proper.

  • October 16, 2023
  • 2 replies
  • 460 views

I have an issue where there is an apparent seam. yes I could hide the seam behind toward the wall I guess, but it still doesnt resolve the fact I have a ugly seam. as you can see in one of these images i made a custom material and there is no seam apparent. I want to use the height map to create displacement to make a more corrugated mesh from the air duct tubing material. with it having a ugly seam, it causes issues. thoughts on what this could be? or is this just another apparent issue that has yet to be resolved from adobe. a bit frustrated is all. I even made sure to ahve the shell straight, and made sure the dilation is at least 32pixels of dilation for the uv shell space between eeach shell. it is a wee bit annoying to say the least. uv border distance doesn't work unless I might be doing it wrong but followed a few tutorials on youtube but to no avail.

2 replies

Known Participant
October 17, 2023

yeah, I know seams are natural to some degree. I just went in and changed the position of the UV's of that tubing since I wanted to displace it. annoying? yes, but worth the effort given what it does for the scene. I guess in retrospect when in using smart materials the dirt/dust layers are set to tri-planar. even those can be funky depending on the UV edge proximity of other shells. ( i was up late so kind of kind of running on fumes at the time lol)  tiling wasn't an option considering what I wanted to do optimization wise. either it's sort of resolved given i just hid it.  win win. Looks great in Unreal 5.3.1 🙂

Cyril Dellenbach
Community Manager
Community Manager
October 17, 2023

Hello @sgtkoolaid,

 

To be fair, having a seam is the expected behavior considering there's a seam in the UVs. There are probably no seams with the smart material because the textures used in here are projected with a Tri-Planar.

 

However, I'm not sure a different projection will help you in this specific situation, therefore I advise you to always hide the seams when unwrapping the mesh. Reimporting the mesh with different UVs shouldn't break anything as long as the topology stays untouched.

 

Another solution would be to do what Ole suggested on Discord, which is to scale your texture so it tiles perfectly with the UV shell, but it looks more convenient for me to simply hide the seam.

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe