Weird texture bleeding that only show up in-game?

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Weird texture bleeding that only show up in-game?

Post by FirecatHD » 01 Dec 2016, 07:05

Not sure what is happening here.

Image

Notice the orange specles? They appear/disappear as i move around.
Might be because the model is very high resolution?
Or maybe the fact that the imported .OBJ uses 2 objects instead of 1? The textures did blend a bit when i voxelized the .OBJ.

Thanks.
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FirecatHD
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Re: Weird texture bleeding that only show up in-game?

Post by Sphax » 01 Dec 2016, 11:30

This is due to conversion to elements method using Atlas. This is a knowing issue and will attempt to fix it (but the generated texture will be bigger).
Also be sure to optimize your model after conversion to elements, that can solve all or a part of the speckle glitches.

To fix it in the meantime, you can try using conversion method using palette but the generated model will contain many elements if the mesh texture uses many colors.
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Re: Weird texture bleeding that only show up in-game?

Post by FirecatHD » 01 Dec 2016, 14:30

Sphax wrote: 01 Dec 2016, 11:30 This is due to conversion to elements method using Atlas. This is a knowing issue and will attempt to fix it (but the generated texture will be bigger).
Also be sure to optimize your model after conversion to elements, that can solve all or a part of the speckle glitches.

To fix it in the meantime, you can try using conversion method using palette but the generated model will contain many elements if the mesh texture uses many colors.
Sounds good, thanks for the reply!
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Re: Weird texture bleeding that only show up in-game?

Post by FirecatHD » 20 Dec 2016, 20:39

Sphax wrote: 01 Dec 2016, 11:30 This is due to conversion to elements method using Atlas. This is a knowing issue and will attempt to fix it (but the generated texture will be bigger).
Also be sure to optimize your model after conversion to elements, that can solve all or a part of the speckle glitches.

To fix it in the meantime, you can try using conversion method using palette but the generated model will contain many elements if the mesh texture uses many colors.
Not sure if this is condsidered necro, but when is this getting fixed? I really need this to work as soon as possible and it's been quite a while...
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Re: Weird texture bleeding that only show up in-game?

Post by Sphax » 20 Dec 2016, 21:13

Have you tried the new options in "Advanced" tabs in "Preferences" to add padding on textures in generated atlas?
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Re: Weird texture bleeding that only show up in-game?

Post by FirecatHD » 20 Dec 2016, 21:55

Sphax wrote: 20 Dec 2016, 21:13 Have you tried the new options in "Advanced" tabs in "Preferences" to add padding on textures in generated atlas?
Yes, but it only fixes about 50% of the errors.
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