if camera near to the seam
and if far
how to fix this?
hm… are they physically separated objects? or it’s just single object with tillable texture?
If they are two objects (or single object, but with two separate UV planes), issue might be that due to baked light texture compression when you move away, parts of black texture area starts to “bleed” in to used area. Try increasing padding value, or if you have done manual packing of your lightmap UVs, try to separate them a bit, so that padding can fill up extra space.
Yep, Its two objects. If I set just color without texture maps, seams are disappear.
Did you mean this padding?
I tried set more value, but still have issue
This seems to indicate that it’s not the baked light, my initial guess would be mipmaps.
Can you show the texture used for the wall?
That might be issue, but only if texture is not set to repeat wrap mode.
Or if it is, and it has some black around it / on one side, or the mipmaps drag in some black from an atlas ect…
Definitely that. Either the border or the background bleeding in.
Textures need greater padding. UVWs could be shrunk too but that is gonna create seams.
Yes! Thank you both, I remade the texture with more padding and seams gone
(SOLVED)
Does this apply to the lightmap, or the tilable texture?
If the tileable, it’s often better to have NO border, but if that isn’t possible this is the best solution.