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Question by medinaline · Jan 25, 2020 at 07:04 PM · texturematerialmeshrenderer

Material/texture striped in some places on mesh

I have a super simple roadway mesh that is procedurally generated from a bezier path.

In a couple of places, the material is rendered as stripes instead of showing the actual image texture. I haven't been able to find any differences in these points/vertices/triangles from the rest that are rendered properly.

I'm not sure what else to look into that could be causing this? I appreciate any ideas.

alt text

alt text

roadmesh1.png (218.9 kB)
roadmesh2.png (127.1 kB)
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avatar image medinaline · Jan 25, 2020 at 10:40 PM 0
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Each of the striped segments is a single quad, with no distinguishing characteristics as compared to the next and previous quads. There is obviously something that I am missing.

avatar image medinaline · Jan 29, 2020 at 02:25 AM 0
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As a test, I used the free Scene OBJ Exporter asset to export the road mesh to an OBJ and imported it into Blender. Using the decimate tool, I reduced the number vertices and exported to FBX, importing back into Unity. The problem went away. There is obviously an issue with the way the original mesh is created, but everything appears correct in the wire frame.

avatar image medinaline · Jan 29, 2020 at 02:38 AM 0
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After changing my generation code some, the segment is smaller, but that striping still happens in the same places. This is the wire frame of the current script version of the first screen shot.alt text

roadwireframe1.png (219.0 kB)

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