Seamless tiles not seamless

SylvanSylvan Posts: 2,719

I am trying to retexture a prop with a seamless tile, but the pattern doesn't show seamless. What am I doing wrong?

Post edited by Sylvan on

Comments

  • Oso3DOso3D Posts: 15,085

    For it to be seamless the UV has to mesh/wrap properly.

    If it's some random prop, there's a high likelihood it doesn't.

    To get around that you can either use a procedurally generated shader (like my OMS1) or use an Iray decal and use it with a projection rather than UV (cylindrical projection would be the obvious choice).

    A final option is to redo the UV map, but that might require applications you don't have.

     

  • Richard HaseltineRichard Haseltine Posts: 108,076
    edited September 2018

    So that's a single surface and the image is set to tile twice?

    Post edited by Richard Haseltine on
  • Maybe the pattern you're using is seamless, but there's not a whole number of tiles wrapping round the cylinder - say one tile covers a square metre, but the circumference of the cylinder is 1.5 metres. You'll only get one and a half tiles wrapping round the cylinder, giving you the ugly seam.

    One way to fix that is to adjust the Vertical Tiles and Horizontal Tiles parameters of the surface, which will make the stripes bigger or smaller, but can also make them join neatly.

  • Estroyer said:

    I am trying to retexture a prop with a seamless tile, but the pattern doesn't show seamless. What am I doing wrong?

    That is cool!  Oh not wanted but cool effect.  Prop is not mapped to be seamless with seamless image map.  Unless mapped that way it requires some seam work to be seamless.

  • pwiecekpwiecek Posts: 1,598
    edited September 2018

    Seamless texturesare designed to be seamless when you use multiple copies end to end. If you want a seamless join on your prop, you have to create a texture specifically for it.

    Post edited by pwiecek on
  • SylvanSylvan Posts: 2,719

    Thanks everyone! Yes I tried several tiling settings but they don't match up. I think I indeed will have to texture it by hand. Oh well, so much for the (lazy) easy way!

  • "Seamless" just means that the edges match left-to-right and top-to-bottom, if your mapping uses only a portion of the image or if you have a non-integer repeat then the pattern will show the join.

  • pwiecekpwiecek Posts: 1,598
    Estroyer said:

    Thanks everyone! Yes I tried several tiling settings but they don't match up. I think I indeed will have to texture it by hand. Oh well, so much for the (lazy) easy way!

    Yep.

    The problem isn't the texture, its the cylinder. I'm using a cylinder from poser so the details may be different.

    If you look at the UV map of the cylinder, it looks like this:

    cylTex.jpg
    1024 x 1024 - 152K
  • pwiecekpwiecek Posts: 1,598

    If you apply a generic texture, it will cover the UV map like this:

    cylTex1.jpg
    1024 x 1024 - 154K
  • pwiecekpwiecek Posts: 1,598
    edited September 2018

    In order to get the seam right on the cylinder, you have to adjust the texture to fit the UV map. I repeater the texture 3 times.

    cylTex2.jpg
    1024 x 1024 - 147K
    Post edited by pwiecek on
  • pwiecekpwiecek Posts: 1,598
    edited September 2018

    There is still a part of the map that is not textured. Rather than add another copy of the texture, which would break the seam again, I stretched the existing texture to fill the UV map

    You still need to figure out something to do with the top & bottom.

    cylTex3.jpg
    1024 x 1024 - 439K
    Post edited by pwiecek on
  • SylvanSylvan Posts: 2,719

    You're awesome! Thanks for the explanation, it now sounds so logic. Off to fiddle with the textures =>>>>

  • nonesuch00nonesuch00 Posts: 18,729

    If it's a quare tile & it's a cylinder don't your need to repeat the tile PI times (3.14...) to mostly avoid the seams or not?

  • If it's a quare tile & it's a cylinder don't your need to repeat the tile PI times (3.14...) to mostly avoid the seams or not?

    No, the tiling is just a surface property, it doesn't care what 3D shape the surface is wrapped around. You may well need different values for horizontal and vertical tiling to keep the pattern square, however.

  • pwiecekpwiecek Posts: 1,598

    If it's a quare tile & it's a cylinder don't your need to repeat the tile PI times (3.14...) to mostly avoid the seams or not?

    It stretches to fit

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