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(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)?

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

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.
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?

For that you probably have problems with your normals.
Your normal on the root are not the same, change import settings to calculate normal or fix the normal in your 3D program
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. :)
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