Author Topic: Texture interpolation incorrect at UV borders, causing ugly seams  (Read 401 times)

Texture how it's displayed in UV View: https://prnt.sc/vselwr
Actual texture: https://prnt.sc/vsempg
Texture how it's displayed in 3D View: https://prnt.sc/vseng8

As you can see, the areas indicated with the arrows are going back towards grey on substance painter, whereas on the real texture (using MS Paint here) it's actually a solid red object. There is no reason for Substance to make up light grey pixels out of nowhere here. On edges like these I'd expect the software to either take the pixels from the connected UV Island (which would be red) or it should take the pixel from the texture map itself (which would also be red). However, Substance does neither. It just creates an artifact instead.

This is a critical issue. It affects the whole program at all UV seams. And the effect multiplies the more things you add: https://prnt.sc/vsetuo

Edit: Could not attach the log file, apparently it is too big. I get a weird error code 413. I added it externally: https://drive.google.com/file/d/1pLVrjULDTPtJgA4gGswhZ7x7I6nJV1Kr/view?usp=sharing
Last Edit: November 29, 2020, 08:59:20 pm

There is no reason for Substance to make up light grey pixels out of nowhere here. On edges like these I'd expect the software to either take the pixels from the connected UV Island (which would be red) or it should take the pixel from the texture map itself (which would also be red).
By default in order to improve UV padding and UV seams, Substance Painter look for the neighbor pixel on the other side of an UV border. You can change this via a settings in the Texture Set settings, see: https://docs.substance3d.com/spdoc/texture-set-settings-29130771.html#TextureSetSettings-Paddingsetting
Don't forget your log file. It can be exported from the Help menu of the software.
-----------
Fabrice Piquet aka Froyok. Product Manager, Technical Artist and Documentation at Adobe.