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Precise Texture Height Woes

Discussion in 'Scripting' started by Cosmas, Nov 7, 2011.

  1. Cosmas

    Cosmas

    Joined:
    Jan 9, 2010
    Posts:
    133
    I have to concede I need some assistance again.
    Working off of my last post I've successfully generated a cubemap and used it as a heightmap. I am however experiencing some tearing on the edges.

    $Artifacting.png

    I find that if I tweak the UVs on my model I can get closer to having no breaks in the mesh, however, try as I might, I cannot get it 100% and you can always see through the mesh.

    $MayaView.png

    If I load the resulting map into Maya, I can see that there is a blur on every edge. I have disabled mip-mapping and any other optimization that could possibly cause this but to no avail. Does anyone have a solution to this? Why does Unity split the mesh?
     
  2. CodeCody

    CodeCody

    Joined:
    Apr 27, 2010
    Posts:
    440
    Wish I could tell you where the blur comes from. But their appears to be no cause to this blur. Perhaps it is caused during the rotating of the cubemap and if so you might find it easier to rotate the uvs. Aside from that, you could try moving the affected uvs a half pixel towards the blur. Sometimes it helps give nice hard edges on a mesh. Picked that trick up on a job ;).
     

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