Hey all,
Trying to develop a shader that will work at covering seams in certain meshes. The reason for these seams is due to the UV layout - some shells overlap on a "tiling texture" to create the same effect as a tiling texture, but will later be part of an atlas. To show you what I mean:
Mesh:
UV Layout:
Any good methods towards this problem?
EDIT: No, as some of you may notice the UV shells are not exactly on the grid. Exactly on or slightly scaled back - the seam still persists.
Replies
http://www.thiagoklafke.com/modularenvironments.html
http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html
I vertex painted the seam out with a tiling dirt texture just for kicks. No luck.
I hope I am not attempting the impossible. What do people use to cover the seams in tough organic shapes like rocks? Maybe I can adapt a method similar to that.
So you'll have to ensure that the direction of tiling is not the direction of the atlas (I.e. make the texture tileable in one of the axes.
Or ensure you add in some overlap in the texture and UV to a smaller portion of it, to account for MIP mapping.