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Hello Jason,
Could you send a picture from the entire UV map?
Let me know,
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Hi Cyril, unfortunatley I cannot at this stage. This effect isnt a known issue?
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Well, it's kind of hard to see what's happening on the picture sent, but this isn't really an issue: it is the expected behavior. The padding works by taking the pixels on the edge of every island and spreading its tint through one direction.
Therefore, as we usually don't have a unique uniform color on the entire island, this "zebra" effect appear.
Do you have a reason to avoid these lines or was it just out of curiosity? Maybe we can find a solution to your issue.
Best regards,
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I suspect it is causing the below mesh 'bleed effect' on my game models (both unity & unreal) as well as seen in substance painter when zoomed in close.
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From the picture, I'd say it's the opposite. The UV doesn't seam to have Padding, and this can causes bleeding.
Considering an UV island can be in between two pixels, which will result with blurry edges, the Padding is here to avoid this kind of behavior by dilating the pixels from the edge.
With that being said, it can also come from how the UV map has been built. If the islands are too small or if the resolution is too low, bleeding may appear.
Best regards,