A simple cube with Lightmap pack looks perfect when zoomed into.
I see a set of black lines showing up when zoomed out.
Is there anything I can do from threejs to control the black pixels bleeding through the uv seams.
Thanks!
A simple cube with Lightmap pack looks perfect when zoomed into.
I see a set of black lines showing up when zoomed out.
Is there anything I can do from threejs to control the black pixels bleeding through the uv seams.
Thanks!
It’s hard to see from your pic, but this looks like it might be aliasing. Do you have antialiasing turned on?
@looeee Thanks the quick reply!
I am loading the cube with light map bakes in the threejs editor. Even with antialiasing on I can still see the line. Just that its a little smooth.
Its a little difficult to see with black on white; So, I inverted the image. See if that helps.
I tried to increase the margin between the uv islands.
That helped to some extent. Now, am seeing these lines only on extreme zoom out.
Looks like its a mipmapping issue. There’s a couple of things you can try.
First, is your texture a power of 2? i.e 256x256, 1024x1024 etc? If not mipmaps won’t work.
You can also try setting the texture mag filtering:
texture.magFilter = THREE.NearestFilter;
Other options are described here.
For good measure, you can also play around with
texture.minFilter
and set
texture.anisotropy = renderer.getMaxAnisotropy()
If none of that works, you probably need to adjust the texture to allow some bleed between UV seems.
See this article for details.
Thanks for the input.
All the textures are perfectly power of two. I will try out texture filters and see if it helps.