Question regarding texture bleed

Hi all,

I have been having problems for a while now where I am getting bleeding between textures when using the linear filtering mode. The blur from the linear filtering is desired, because I am going for an old N64 aesthetic:

As you can see I am using a texture atlas with some transparent margin in between, however I am still getting texture bleed when I try to tile them. The UV’s are aligned on the pixels of the texture. How could I solve this?

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General Q&A note

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Please give full screenshots with any questions. With the relevant panels open.
This can be done by Blender itself, via the ‘Window’ menu bar top left-hand side.
On that menu dropdown is ‘save screenshot’.


Blender has a feature, I forgot where to look for, where you can have influence how much a texture is blending (percentage) onto the next tile.

Are you sure your UV map is correctly aligned to the pixels?

You say bleeding pixels, but where to look for? Does it also appear when rendered. And if so, are you using EEVEE or Cycles?

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Here is an image of the UV editor:

When aligning the UV’s I have used the following settings:

Im not sure if this is what you mean with the blending percentage. The blending mode is now set to Alpha clip with the threshold set to 0. I have also set the alpha mode on the texture to “Premultiplied”. This minimized the problem.

But there is still a visible line on the brick texture at the bottom, though its more difficult to see now:

For rendering I mostly use EEVEE, but in this case it gives a black image as output.

I think I managed to fix it by adding some dilation (padding) of 3 pixels around the texture. This is done by selecting the outer edge of pixels in an image editor tool like GIMP, and duplicating the row of pixels 3 times.

I’ve tested this in a new project, and there are no visible edges so far:

This is how it looks with some vertex paint added / processing using EEVEE

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Your UV-mesh is a 2D flattened 3D version.
The 2D UV-map vertices are not by default aligned to a pixel grid!

You can select a 2D vertex and aligned it to the pixel grid!
You need to do that for all the vertices.

Are your object have a applied scale?

But glad you’ve found a way to work around the problem!

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