Hi there,
I’m just getting my nose into jME again, and I’m amazed how you’re easily creating this stunning fast model-loading and texture-applying… (pure) lwjgl would be a PIA to be setup like that
Forking off of the beginners’ tutorial, I decided to extend the scene to represent a simple solar system, and used ninjas as my sun/planet/moon. Didn’t like it much, fired up blender (read a book about that some years ago, but still pretty familiar) and created a nice and smooth sphere with three UV textures baked to its needs.
Now, as you’ll notice as soon as you check my ‘work’ (link below), my textures don’t perfectly wrap around as they’re supposed to, but rather show these tiny seams and make me go insane.
http://www.mediafire.com/?iwv3b4sutmg8b95
Does anybody have an idea how to fix this? Thanks in advance,
LDericher
http://www.robo3d.com/index.php?pr=100704-tip1
http://www.google.com.br/search?rlz=1C1CHMC_pt-BRBR457BR457&ix=hea&sourceid=chrome&ie=UTF-8&q=blender+seamless
hope this helps.
@glaucomardano said:
http://www.robo3d.com/index.php?pr=100704-tip1
http://www.google.com.br/search?rlz=1C1CHMC_pt-BRBR457BR457&ix=hea&sourceid=chrome&ie=UTF-8&q=blender+seamless
hope this helps.
Not at all. In blender, it renders just fine (if I add light and a cam to the file provided in my archive).
Why would I smear or clone in blender, if I'm already happy with what blender does? Have you even read what I wrote?
Regards,
Ldericher
I just wanted to help -.-. Get thumbs down too -.-. Ungrateful.
Can you post a screenshot of the seams and how it looks in blender instead of the whole project?
@glaucomardano said:
I just wanted to help -.-. Get thumbs down too -.-. Ungrateful.
I appreciate that, and I don't mean any offense. Sorry for that.
I just don't like my topic to be replied solely with links related to random keywords of my post, but rather wanted the users to understand my problem and help me upon that. If you think about it that way, you may be a cool and helpful user, but must agree that this particular time ... you lost the game ;)
Maybe you would consider giving another try and actually be of help, instead of just beating my thumbscore up? I would thank you a thousand times in that case. Not a thousand thumbs-ups actually, that would kill the system and my time... ;)
[/OffTopic]Anyway, back to topic, more info following:
If I move closer to the rendered objects, the seams fade away, almost disappear:


Best regards,
LDericher
So, are your uv maps “complicated”? Because then you simply see the blurring from the mipmapping, the black areas between the textured ones get mixed in. Disable mipmaps for the texture/material.
Get my thumb up now ^^.
Get thumbs down tooThis is fixed. evil users are evil.
@normen said:
screenshot of the seams and how it looks in blender
Screenshot of the seams in previous post (first pic), in blender it looks pretty much the same as my 2nd pic.
@ldericher said:
Screenshot of the seams in previous post (first pic), in blender it looks pretty much the same as my 2nd pic.
Yeh, I got that ^^
@normen said:
So, are your uv maps "complicated"? Because then you simply see the blurring from the mipmapping, the black areas between the textured ones get mixed in. Disable mipmaps for the texture/material.
This is related to mipmapping? Okay, makes sense if I think about it.
But... I sorta like the idea of mipmapping; scaling down the textures to reduce CPU/GPU load. Is there any way with not having to disable that feature? Is there an automated and usable solution for 'stretching' the colors at the edges to fill the black areas? I remember UV textures included in GTA San Andreas img-files handle this issue like that.
Besides that: How can I disable mipmaps? Want to prove this being related to mipmaps first ;)
~LDericher~
EDIT: This is one of my textures, (maybe overscaled)
http://img198.imageshack.us/img198/3963/marsjx.jpg
Yeah, judging from how the maps look thats the problem. You can disable mipmaps by loading the texture using a TextureKey, it has a setGenerateMipMaps method for that…
Edit: You can also make a border around the textures, extending their “last pixel” so you don’t get the black mixed in. idk if blender has an option for that.
Ill give you my thumbs as compensation glauco!!
@normen said:
You can disable mipmaps by loading the texture using a TextureKey, it has a setGenerateMipMaps method for that..
I can create a TextureKey object, and it ofc contains this method, but I don't know how to use the class.
Is there any example code, or is it explained in any of the further Tutorials? I can't find any information on google but the official javadoc, which is more useful to one having a faint idea how to handle this.
Either way, I think I'll go on reading the rest of the tutorial/s first ;)
basically its something like:
Texture texture = assetManager.loadTexture(new TextureKey(“path/to/my/asset.jpg”));
then
geometry.getMaterial().setTexture(“DiffuseMap”, texture);
Oh and all tutorials are available through the “Documentation” link…
…or in the manual of the SDK (F1 or the text box up right)
@normen said:
basically its something like:
Because the mipmapping-setting is missing: Not exactly, but this code works fine, thanks!
[java]Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
tk = new TextureKey("Textures/mud.jpg");
tk.setGenerateMips(false);
mat.setTexture("DiffuseMap", assetManager.loadTexture(tk));[/java]
(for future users to be found here)
Back to the question that came to my mind minutes ago, I'll just quote myself:
Is there an automated and usable solution for 'stretching' the colors at the edges to fill the black areas?
Related (posted by normen):
You can also make a border around the textures, extending their "last pixel" so you don't get the black mixed in. idk if blender has an option for that.
So, does anyone know if there is such an option in blender? Blender actually does this automatically, but the borders are way too thin to have the desired effect...
~LDericher~
Solved completely!
Update to blender 2.62 or later, the magic option is included.
Thanks to all helpers! Special thanks to normen!
Topic can be closed, if that’s usual here.
LDericher