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Bright/Dark edge on textures

Doeko Cassidy
Crystal Cool
Join date: 31 Jan 2004
Posts: 96
08-20-2006 15:05
Hello,

I've started exploring baked textures recently, but when applying them, they all have a bright or dark edge on them. I think this is because the next repeat is somehow bleeding into it...

Is this a familiar problem to anyone and is there an easy fix for this? I guess there are various complicated ones such as adding some blank space on the texture's edges or cutting it up on the prims, but less time consuming options would be nice ^^.

I've attached a picture for further reference.

Thanks!

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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
08-20-2006 17:14
Looks like maybe you're getting some lighting artifacts from rendering the textures seperately for each section. I'd suggest rendering the entire floor as a single texture, and then using offsets to show just a part of the whole on each prim. It's not time-consuming to do it that way at all. In fact, considering the amount of render time you'll save, it should be much faster (not to mention cheaper).
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
08-20-2006 23:10
this is what happend when you aren't making a seamless texture the rendering engine of sl interpolate the pixel of this border and the one of the opposite border
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
08-21-2006 04:00
This is interesting. Doesn't look like the regular border seams, since they actually appear to have a gradient to the edges and actually react to the direction of the light coming from top left.

Are you very sure its not coming from your renderer? Do an offset filter in PS and check?
Doeko Cassidy
Crystal Cool
Join date: 31 Jan 2004
Posts: 96
08-21-2006 07:31
From: Chosen Few
Looks like maybe you're getting some lighting artifacts from rendering the textures seperately for each section. I'd suggest rendering the entire floor as a single texture, and then using offsets to show just a part of the whole on each prim. It's not time-consuming to do it that way at all. In fact, considering the amount of render time you'll save, it should be much faster (not to mention cheaper).


I didn't render them sepperately. I cut them into individual textures from the single one. I was advised not to use the single big one due to loading times.

From: Cottonteil Muromachi
This is interesting. Doesn't look like the regular border seams, since they actually appear to have a gradient to the edges and actually react to the direction of the light coming from top left.

Are you very sure its not coming from your renderer? Do an offset filter in PS and check?


I did that. Yes, I am very sure. I'm 99% sure it's something that the SL-engine is causing. I think that Kyrah's explanation is closest to what is happening, so I will probably have to go with one of the solutions I mentioned in my original post.

Thanks for the replies everyone :)
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
08-21-2006 07:52
From: Doeko Cassidy
I didn't render them sepperately. I cut them into individual textures from the single one. I was advised not to use the single big one due to loading times.

Sounds like Kyrah's answer is probably the right one then for an explanation. Like you, I was fooled by the natural looking gradation of the borders. Usually when it's just a seam problem, it looks more harsh than that. What's in your picture looks very much like lighting artifacts from sectional rendering. I guess looks can be deceiving.

As for the loading times, I'm not sure who gave you that advice, but I'd tell you just the opposite. When you load one texture, you only make one call to the asset server. That cuts down on network traffic and server activity considerably.

Some people are under the mistaken impression that smaller textures always load faster than larger ones. While in theory, if all things were equal, this whould make sense, in practice it's not the case at all. Things are not equal, and there's no way to predict how long a texture will take to rez since SL is a living, chaotic system with ever changing conditions. You might as well try to predict the weather. It's impossible. There are butterfly effects everywhere.

It's always good practice to make textures as small as possible, but that doesn't mean a bunch of little ones are any better than one big one. If the little ones add up to the same amount of pixels as the big one, then memory-wise it's all the same, while asset-wise the little ones are much worse.

You'll find that most top builders in SL commonly use "texture sheets", which means putting all the little textures in a build on one master canvas. This way, everythng rezzes at once, network/server activity is eased, and seam problems can be avoided.

Anyway, good luck with it. I hope you get the problem solved.
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
08-22-2006 03:56
From: Doeko Cassidy
so I will probably have to go with one of the solutions I mentioned in my original post.


I guess you have to resort to bleeding them then.
When doing a full bleed texture, I place the area to be shown in rounded percentages.

So, for example, I place a 768x768 image on a 1024x1024 and within SL, I scale the texture to 0.75. Joining images like giant posters this way shows no seams at all.

You can use other percentages that result in nice rounded pixel dimensions too.