Bleeding Textures?

For the record, 2022.3.22f1 wasn’t available to select for Unity Version.
Anyway, I’m making a new avatar for VRChat and having some texture problems. I like my avatars to have at least a “Good” rating on PC so I try to keep them under 70000 polys, join my meshes and atlas my textures. Usually that all goes pretty well, but for some reason I’m having issues this time and I don’t know why or where the problem is occurring.
Everything looks great in Blender. All the textures look fine, they’re in the right places on the UV map and on the model. However, when I put the model and atlas into Unity there are problems. Whether I’m using poiyomi or the default shaders for the material, my textures are bleeding into one another and it’s really obvious. The avatar’s clothes are mostly black but it has a few areas, like the eyes, that are brightly coloured. That bright colour is bleeding into the black of the clothes. Those textures are right next to one another in the atlas.
I’ve tried adjusting a bunch of the settings in poiyomi but I haven’t found anything that fixes the problem. And in Blender there is no problem, only in Unity. So, how do I fix this?

  1. If it’s visual add a screenshot
  2. Best to ask for VRC stuff in their Discord
  3. It can be many things. Texture filtering, mipmapping, different resolutions. I would suggest to add padding into your atlas so when it ‘bleeds’ it will just show the edge color instead of the next texture

My project is on another computer, not the one I use for everyday stuff like forums.
I don’t use discord. And I’ve tried the VRChat forums for help with issues before and nobody ever replied. In fact, from what I’ve seen it’s pretty common for questions to go unanswered there. Besides, the avatar may be intended to be used in VRChat but the issue with it starts in Unity so the Unity forum seems the better place to ask.
Is there a way to do that in Unity, add padding? I’ve seen a similar suggestion while looking for an answer. They suggested something like shrinking the UVs a bit, in Unity, but they didn’t do a very thorough job of explaining how to. And the method used has to be one that’s permitted for VRChat, so no mods.

The VRC Discord usually has very fast responses. I’d recommend to make an account for it if you often work woth VRC.

I think this is something that needs to be done in Blender/Modeling tools. Inside of Unity you would need to buy tools and I haven’t tried that yet. You can change all the texture and model import settings of course, but no guarantees there.

As I said before, I don’t use discord. I will never use discord, so please stop suggesting it.
That aside, the problem doesn’t exist in Blender. Everything’s fine in Blender; there’s nothing there to be fixed. The textures all look correct. The UVs all have plenty of room between them and the edge of their textures on the atlas with no risk of overlap. And even when I re-import the exported fbx into a new Blender instance it still looks how it should. Problems are only happening after putting it into Unity, therefore the most sensible conclusion is that the problem has to do with Unity. So, which settings exactly would you recommend I try changing in Unity to resolve the issue?

You never said anything about not wanting to use Discord, just that you didn’t have it. Calm down.

I know it doesn’t persist in Blender, but that is the place to change everything about the model. If you say the UV is fine, maybe share the screenshots and UVs so people can help. With atlasses often you have extra edge coloring so when Unity reads outside of the bounds due to the way it renders it does not bleed.

I gave some suggestions on settings to change in the first reply I made. Filtering, mipmaps disabled or use kaiser filtering (no mips does perform worse and might have different artifacts), resize algorithm, wrap mode if it’s at places the texture wraps, and maybe even the anisotropic filtering.
With the limited info you give there is no way to give an exact answer. You cannot change the UVs of each submodel in Unity afaik, only on materials you might be able to do so, but you would want 1 material for the whole character if possible for performance

I did, actually. I said “I don’t use discord” in both my first reply to you and my second. Not simply that I “don’t have” it.
I would, but, again, the project is on a different computer. It’s not on the computer I use for everyday stuff like forums. I don’t even have Blender installed on my everyday computer, just on the other one. I can assure you though that there is extra around the edges of the textures. The UVs in Blender were one of the first things I checked on.
You’re listing settings but you’re not telling me where to find them.
As I mentioned in the very first post in this thread, my meshes are joined and my textures are atlased. It’s already one model and one material.

This is what the manual is for: Unity - Manual: Texture Import Settings

It could be the compression settings are blurring the texture enough to cause textures to bleed. I’ve seen this a little bit helping friends out with VR chat avatars.

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