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Question on Mipmap Bleeding / Banding Problem
Hello everyone, I've got an issue where (I think) mipmapping is causing a bleed / banding problem on a non tiling texture I'm using. Now I've seen threads on this type of issue before, but the normal, "have you tried different filering modes or aniso levels?" has been ineffective for me.
Description: I'm using the texture shown below on some rolling rocks, and when far enough away, the rocks will develop strong banding around the edges of the uv mapped texture (which had a bleed value of 8 when created). As the rocks get closer, the banding disappears over time. I've tried fiddling with the visible settings, perhaps there are more (through code) that I could try? Or is my method flawed from the beginning and not fixable to start with?
Any ideas are appreciated.