I've never heard of using UDIMS this way, to have one continuous strip of polygons to go from 1001 to 1002. WEIRD! It looks like texture filtering issues. Trying to wrap my head around this, I'm wondering if you could break texture filtering in a setup like this if you clamped the texture, so texture filtering would be unable to sample the previous/next UDIM? If that were the case, you would see the same issue twice around the circumference of the tire. Try wrapping the textures? Is that even possible? You're about to find out, I guess.
Why even do this though, I'm confused. I'd just UV the tire from exactly 0 to 1 in UV space, and wrap the texture. When Anistropic or other filtering gets to the pixel at 1 and looks to the right, it finds the pixel at 0, and can filter between them.
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It looks like texture filtering issues. Trying to wrap my head around this, I'm wondering if you could break texture filtering in a setup like this if you clamped the texture, so texture filtering would be unable to sample the previous/next UDIM? If that were the case, you would see the same issue twice around the circumference of the tire.
Try wrapping the textures? Is that even possible? You're about to find out, I guess.
Why even do this though, I'm confused. I'd just UV the tire from exactly 0 to 1 in UV space, and wrap the texture. When Anistropic or other filtering gets to the pixel at 1 and looks to the right, it finds the pixel at 0, and can filter between them.
If unique painted /baked detail is required and you want to use UDIMs, you need to change the UVs.