Procedural Textures are creating seam!

Neo texture is resulting in seam. This is a very very old issue I posted around 11 months ago.

What to do, to solve this?

try polar coordinates

sphereMesh.setTextureMode(TextureMode.Polar) ;

Noup, the seams are still there. Tried with the following code,


public class Main extends SimpleApplication{

public static void main(String[] args) {

Main app = new Main();




public void simpleInitApp() {

Sphere sphMesh = new Sphere(32, 32, 1);


sphMesh.updateGeometry(32, 32, 1, false, false);


Geometry spat=new Geometry("boxgeom",sphMesh);


assetManager.registerLoader("com.jme3.material.plugins.NeoTextureMaterialLoader", "tgr");

NeoTextureMaterialKey key = new NeoTextureMaterialKey("Materials/lava.tgr");

Material mat = assetManager.loadAsset(key);

mat.setFloat("Shininess", 12); /* Lighting.j3md has non-map parameters too that we can set. */



PointLight pl = new PointLight();


pl.setPosition(new Vector3f(0f, 0f, 4f));


DirectionalLight dl = new DirectionalLight();

dl.setDirection(new Vector3f(1,-1,1).normalizeLocal());

dl.setColor(new ColorRGBA(0.22f, 0.15f, 0.1f, 1.0f));




public void simpleUpdate(float tpf) {

//TODO: add update code



public void simpleRender(RenderManager rm) {

//TODO: add render code



btw, what does polar coordinate do?

You got an answer to this 11 months ago… Its got nothing to do with jme3.

it was not a complain.

Is this Procedural Texture baked to jpg/png/dds texture?

no, its created into a jme3 image

Is jme3 image a Sampler2D and applied to UV coordinates??

Its the normal lighting material, you can look at the code here.

Now I understand… the problem is in baking a procedural texture to 2d texture. It happens when I bake a texture to 2d image without MARGIN (I’m not sure that NeoTexture has it).

Example is here:


As said it didn’t happen with previous versions of NeoTexture but there has been no updates yet.