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Trying to fake depth using bumb offset resulting in seams

Hello,

I'm trying to fake some depth on a mesh by using the bumpoffset node. Below is my setup and error in picture form:

alt text

the channel G is actually a heightmap.

How do I fix this ?

Thank you for your time !

Product Version: UE 4.13
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answerhub.jpg (424.5 kB)
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asked Nov 02 '16 at 02:58 PM in Rendering

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inedible.red
104 6 11 16

avatar image AndrewHurley Nov 02 '16 at 03:32 PM

Hey inedible.red,

Be sure you are using the correct UV coordinate for your Bump Offset. I see you don't have a TexCord node plugged in, so that could be your issue. I believe by default if none is set, it will choose UV channel 0.

Was this seam not apparent prior to using the Bump Offset? Perhaps a comparative screenshot between the before and after would be helpful in determining the cause of the issue.

Thanks,

Andrew Hurley

avatar image inedible.red Nov 02 '16 at 03:57 PM

Yeah, i'm using the UV channel 0 . Here is a test with just the texture i'm using with and without bump.

alt text

answerhub2.jpg (519.2 kB)
avatar image inedible.red Nov 02 '16 at 04:02 PM

ps: the vaule i'm using currently for "Sub Height" is -0.3

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1 answer: sort voted first

Looking at your texture on the screen shot, I might guess that you used projection painting to texture your asset. Appearance of seam there seems to be totally expected with bump offset. Consider using any kind of seam masking technique or use tri-plannar projection.

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answered Nov 02 '16 at 04:39 PM

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Deathrey
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avatar image inedible.red Nov 07 '16 at 10:56 AM

I'm trying to use triplanar projection in engine but it's still giving me bad results, I would like to avoid a second UV set

avatar image Deathrey Nov 07 '16 at 01:34 PM

tri-way projection works without issues and gives seamless result. I would need more info to help with this.

avatar image inedible.red Nov 07 '16 at 03:12 PM

Sorry you were right, tri-way projection is the way. It's all working properly now. Thank you for your time !

avatar image inedible.red Nov 07 '16 at 03:12 PM

Sorry you were right, tri-way projection is the way. It's all working properly now. Thank you for your time !

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