Daz Texture in UE5 has white edge in low MipMaps
I imported some Daz's Clothes to Unreal. When I use UE5 Texture Editor to generate MipMaps of some textures which have clear edges of the mesh's UV, they show white lines near the UV during runtime.
Is there a good way to solve this problem without editing the textures?
Post edited by Richard Haseltine on

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Moved to Unreal forum since it is not a Daz Studio application issue.
You probably need more bleed oif the texture into the background area, so that it doesn't being in the white background colour. You could try seelcting the white and filling it with an average of the textue colour, for example. Also check for different options for handling how the downsampling is handled.
Thank you!
I just want to know the downsampling options.Is there some good options to choose?
I suspect it's the colour between UV islands showing up, or perhaps the gap between islands being too small. The only way to fix this without touching the textures in UE I know of is to try Virtual Texture Streaming. It's a native UE feature in which instead of traditional MIP Maps, UE streams only the portion of the original texture that's seen in the render. It's a bit easier on VRAM usage too. Might be a little bit of work initially, but worth a try.