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edge issue on a simple checker

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  • Official comment
    Ian

    Hello Eman

    Thanks for taking the time to reach out to us. The occurrence you're experiencing is not an error. Please note that due to the tileable nature of Mixer means that the positive coordinates of the 0-1 space are meant to be repeated. For this reason, any area that is a "low" point in your displacement will be followed by a "high" point in the next tileable section. This is represented by a "fence" area at the end of your current workspace as shown by the green arrows in this image.


    When tiled (T) the "fence" area will close what would otherwise be a gap between the repetitions of your texture as shown by the green rectangles and arrows in the following image.


    Although the Mixer viewport will only display the "fence" on two sides of your plane, once you've imported these textures into UE4 or your DCC/Renderer of choice, the "fence" areas will repeat on all sides of the asset the material is applied to. This again is to facilitate tiling without leaving holes between repetitions. In the UE4 screenshot provided below, you can see the "fence" on both the top and right-hand side of the same mesh while the left side is left un-tiled. 


    If you'd prefer to not have the "fence" visible in Mixer, or in your work in Unreal or your DCC of choice, there are alternative workflows that can produce similar results. You'll simply need to ensure that the raised portions of the texture repeat over the edge of the texture, or alternatively, that the raised portion of the asset ends before the edge of the texture. The latter shown in the following image. 


    I hope this helps!

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  • Eman

    OK thank you for your answer Ian, it was very clear.

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  • Ian

    Eman

    You're quite welcome! If there is anything else we may assist you with in the future, please don't hesitate to reach out!

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