FMod and Frac material functions cause seam in texture
Is there any way to get rid of the interpolation seam caused by using Frac or FMod? Coming from writing actual fragment shaders, I find it odd that this seam even exists (why is interpolation happening in the pixel sampling?)
Example, say we have this super simple texture
And we want the top right corner to loop instead of the whole texture, something that's easy to accomplish with an FMod.
As you can see, an artifact is now present from when the UV jumps from 0.25 to 0 and I'm not sure why. Is there a way I can disable this interpolation? With the power of MSPaint, here's what I expected to see:
asked Apr 12 '17 at 06:05 PM in Rendering
I've found an okay temporary solution. If you disable mip-mapping (via the properties on the texture themselves) then the artifacts disappear. Would love to have another answer that describes how to do this while maintaining mipmaps.
answered Apr 13 '17 at 12:56 AM
Maybe ComputeMipLevel node will help. This worked for me...unfortunately, i don't understand why :)
answered May 18 '18 at 06:14 PM
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