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:

the channel G is actually a heightmap.

How do I fix this ?

Thank you for your time !

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,

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

ps: the vaule i’m using currently for “Sub Height” is -0.3

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.

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

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

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

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