Glitches in mesh edges

Hi!

We’ve recently got a problem with glitches in the meshes (Esp meshes skinned to bones but it is also visible in environment meshes from time to time). Here’s an example:

(Don’t mind the deformed/ugly character, I only did it as a quick example since it’s easier to see on high poly characters on screen shots)

Anyone know what this could be?

I checked glitches in the UV, but there were none.

Things were working perfectly before, we got this issue a few weeks ago and we have been checking the code to see if we could find the source of it, but with no luck this far.

We have this problem with any skinned objects / characters.

Thanks for any help! :slight_smile:

Does anyone have any idea what this issue could be about?

what does your texture look like? could it be that white bleeds in from outside the textured areas?

this happens especially often when a lower mip-level is used…

No offence intended, but to be honest, it’s difficult to tell from the images which part are the glitches that you’re talking about.

Is it the whitening near the visible edges of the model?

Is it the jagged spikes near the top of the characters, on the left?

Is it the speckles of white pixels?

Do the red wire lines in the 2nd image actually get rendered, or have you added them to indicate where the glitches are?

  • Ben

col000r: The texture should be fine. It looks alright in Maya and the same texture has worked once before the glitches appeared.

We will look into the Mip-level settings. Thanks! I’ll get back about that.

Ben: None taken. It was pretty hard to indicate where the glitches are on a screenshot. Sorry about not being clear enough.

It is the white pixels that shows as though there is a light source inside the mesh. (On the second image, I have indeed drawn red lines to indicate which white pixels/glitches I am talking about. It is not part of the actual render.) It’s like the mesh has strings of holes on every edge, and light gets out.

It is not the jagged spikes. It is part of this test-dummy-model.

The white around the model’s border is not the issue, it’s an effect from the shader we use (velvet).

Thanks!

Do the glitches occur if you use a standard shader such as Diffuse?

Does it only occur on windows?

Does your mesh self-intersect at any point? Unity has a bug where self intersecting meshes can get ‘double lighting’, which could possible be the cause. See here:

http://forum.unity3d.com/viewtopic.php?p=143492&sid=f12ee175de80c4a48e568016f68e3d46

Alternately, because of the ‘velvet’ shader you’re using, it could be that there are some messed-up normals on your model, which are causing them to be lit as if they were at the visible edge of the model, when in fact they’re not.

  • Ben

Just to mention, sometimes, white lines appear when an image that’s meant to clamp the object is in repeat mode… Just change its wrap mode on inspector…