• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Blender Texturing Issue

Messages
204
Country
us-texas
Anyone know why Blender would be assigning the wrong part of the UV Map when doing a Cycles render preview?
From the screenshots below, you can see it's generating a white line because it thinks the UV Island is over the white part of the image, when it is not.
Now I've had this issue before, but I've always solved it using standard methods, but this time it will not go away.

It seems to work (sometimes) in Material Preview. Note that I am only using an Albedo texture, very simple, yet Blender refuses to map the UV properly.

Also note that it worked originally, then the issue cropped up out of nowhere. I've tried recal'n normals and scale and rotation.
Tried unwrapping in multiple ways, it's almost like no matter where I move that UV island to, it always thinks it is on the other side.


 
Make sure when uv unwrapping that you are selecting by faces and not edges or vertices. When in Select edges or vertices and moving the uv faces or polygon around you can cause distortion to the adjoining vertices.
 
I would also suggest using seams where you want the uv to separate the faces.
 
Back
Top