Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by zewrac · Oct 15, 2013 at 04:34 PM · shaderlightingmodeling

(Shaders, seam) same kind of objects next to each other?

I'm not quite sure if this is a problem with Unity or with my skills in modeling / texturing.

The picture below illustrates the problem I have. The house has 3 roof objects next to each other. You can see a clear seam from some distances and the light is "reflected" on the top right corner of each model. The same happens with the sloped white boxes too.

Basicly the wall pieces have the same problem with the seam appearing in some distances.

Is there any work around this (other other than making it one big model)?

alt text

roofs_with_seam.jpg (121.3 kB)
Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image DarkPixel · Oct 15, 2013 at 05:13 PM 1
Share

Can you post a screenshot of your texture and UV mapping for the house?

avatar image zewrac · Oct 15, 2013 at 06:14 PM 0
Share

I actually got the seam from the roof mostly hidden, but the illu$$anonymous$$ation still bothers me. plus the walls still show a seam on the dark wood corner when you view it from a distance (10+ unity units). (And its not actually even in a model-to-model seam, the seam would be on the left hand side of the wall. This is just a 90deg corner in the model)

alt text

wall_texture_and_uv.jpg (371.5 kB)
roof_texture_and_uv.jpg (348.6 kB)

1 Reply

· Add your reply
  • Sort: 
avatar image
2

Answer by flaviusxvii · Oct 15, 2013 at 06:53 PM

Set the wrap mode to CLAMP (see image below)

http://docs.unity3d.com/Documentation/Images/manual/Textures-1.jpg

Also, if your texture coordinates are too close to the white in your image you may get some bleed over at various mip-map levels.

Comment
Add comment · Show 4 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image zewrac · Oct 15, 2013 at 07:20 PM 0
Share

Thanks for the answer.

Switching to clamp didn't seem to do anything really... $$anonymous$$odifying the UV's did help with the roof with the white seam thou. I still experience a bit of whiteness on the sharp angles in the walls, but I think I can live with that... But my shading related problem continues aswell... I took another picture about the lighting problem, you can see the seams where the roofs change. That does look horrible..

Is there anything that could be done about this?

alt text

roof_shades.jpg (125.6 kB)
avatar image flaviusxvii · Oct 15, 2013 at 08:29 PM 1
Share

For that you probably have problems with your normals.

avatar image DarkPixel · Oct 16, 2013 at 12:22 AM 1
Share

Your normal on the root are not the same, change import settings to calculate normal or fix the normal in your 3D program

avatar image zewrac · Oct 16, 2013 at 09:58 AM 0
Share

The normals are in fact calculated by Unity. If I uncheck "Split Tangents" or change the smoothing angle to 45 or less it does make the surface united thou.

I'm not actually sure what either of those really do either. But it works for now. :)

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

16 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Point Light Behave different from editor and IOS device 0 Answers

Combining a custom shader with a normal one 0 Answers

Jelly Defense like Planet Lighting/Shading? 1 Answer

Why are Cubemaps and Specular highlights not equally blurry at the same Roughness / Glossyness value with standard pbr shader? 0 Answers

Shader: get nearest point light's color, direction and general custom lighting questions 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges