Seamless tiles not seamless
Sylvan
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

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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.
So that's a single surface and the image is set to tile twice?
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.
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.
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.
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.
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:
If you apply a generic texture, it will cover the UV map like this:
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.
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.
You're awesome! Thanks for the explanation, it now sounds so logic. Off to fiddle with the textures =>>>>
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.
It stretches to fit