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Blender Visible seam on object

Messages
136
Country
czechrepublic
Hello,

I created object in blender, textured in SP, exported to MSFS. Unfortunately, after being exported to the sim there is a seem visible in the middle. I have used the mirror modifier in Blender, where its not visible. Is this common issue or am I missing something?

Thank you

1641243048890.png

1641243079665.png
 
Messages
946
Country
australia
Is there any sort of normal map on the texture? Because you are mirroring the texture and a mirrored normal map can cause issues as the height map relies on the relationships with other pixels.

It might be worthwhile remapping the texture in that area so it is tiled rather than mirrored. It will look better too as mirrored textures are never seen in real life.
 

tgibson

Resource contributor
Messages
10,770
Country
us-california
A common reason for a line at the edge of a texture map is that the object is mapped right up to the edge of the texture and the opposite edge of the texture (right/left or top/bottom) is a different color. When FS mipmaps objects and it is right at the edge of a texture, it will grab a few pixels from the opposite edge to blend in. Avoiding texturing right to the edge of the texture may cure this problem. If that's not possible, then you can apply a small 2/3 pixel strip of the texture on this edge to the opposite edge, if it's not already being used for something else.
 
Messages
136
Country
czechrepublic
Is there any sort of normal map on the texture? Because you are mirroring the texture and a mirrored normal map can cause issues as the height map relies on the relationships with other pixels.

It might be worthwhile remapping the texture in that area so it is tiled rather than mirrored. It will look better too as mirrored textures are never seen in real life.
Yes, there is normal map. In SP it looks just blue. Like this.

1641244637643.png

1641244606591.png
1641244922319.png
 
Last edited:
Messages
946
Country
australia
Yeah, normal maps are directional (that's another way of saying that the pixels relationship with nearby pixels matters) so when you mirror the normal map there's going to be issues because you are changing the direction of the mirrored section. See the attached picture. This normal map produces symmetrical bumps but notice how the colours are NOT symmetrical.
 

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Messages
136
Country
czechrepublic
Thank you for explanation. So is there an easy way to fix it without the need of retexturing the model without mirror modifier? Dont understeand this much.


Is there any sort of normal map on the texture? Because you are mirroring the texture and a mirrored normal map can cause issues as the height map relies on the relationships with other pixels.

It might be worthwhile remapping the texture in that area so it is tiled rather than mirrored. It will look better too as mirrored textures are never seen in real life.
 
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