UV / Texture Bleeding - Textures Display Incorrectly in 3D Viewport When Zooming Out #79478

Closed
opened 2020-08-03 02:59:09 +02:00 by shanenewville@gmail.com · 4 comments

System Information
Operating system: Windows 7 64bit Pro
Graphics card: NVIDIA GeForce 970 GTX

Blender Version
Broken: 2.83.3

Short description of error
When we zoom out the textures start to bleed into the UV's creating Lines that should not be there. This texture error also shows up in rendering.

For example I've created a simple white/black texture and UV mapped the plane to the black area.
On the UV Map I have created padding (space) between the edge of the color change on the texture.
ScreenShot325.jpg

Zoomed in it looks correct.
ScreenShot326.jpg

Zoomed out we see the white
ScreenShot328.jpg

These lines even show up in the rendered image (F12) if the camera has moved far enough away that the lines apear.
ScreenShot329.jpg

Here are the files from the above images:
Blend file: Texture Errors.blend
Texture: TestTexture.jpg

Exact steps for others to reproduce the error

  1. Add a plane and create a material
  2. Add a texture to the material in the Shading editor
  3. Select the Plane in Edit mode, select all verts then press U and create a UV Map.
  4. Change to UV Editing window and adjust the map so that it is within the black area of the texture
    (In my example I had added loops and folder it in have in UV just to make the error more obvious)
  5. Scale the UV down a little so that it does not go all the way to the edge of the color to create padding.
  6. In 3D View zoom out. Notice as you zoom out you start to see white bleed into the black.
  7. Set the camera in the scene so that it is far enough away that it also sees the texture bleed.
  8. Press F12 to render. Notice that it even renders the texture bleed rather than correct it.
**System Information** Operating system: Windows 7 64bit Pro Graphics card: NVIDIA GeForce 970 GTX **Blender Version** Broken: 2.83.3 **Short description of error** When we zoom out the textures start to bleed into the UV's creating Lines that should not be there. This texture error also shows up in rendering. For example I've created a simple white/black texture and UV mapped the plane to the black area. On the UV Map I have created padding (space) between the edge of the color change on the texture. ![ScreenShot325.jpg](https://archive.blender.org/developer/F8739926/ScreenShot325.jpg) Zoomed in it looks correct. ![ScreenShot326.jpg](https://archive.blender.org/developer/F8739934/ScreenShot326.jpg) Zoomed out we see the white ![ScreenShot328.jpg](https://archive.blender.org/developer/F8739947/ScreenShot328.jpg) These lines even show up in the rendered image (F12) if the camera has moved far enough away that the lines apear. ![ScreenShot329.jpg](https://archive.blender.org/developer/F8739956/ScreenShot329.jpg) Here are the files from the above images: Blend file: [Texture Errors.blend](https://archive.blender.org/developer/F8739963/Texture_Errors.blend) Texture: ![TestTexture.jpg](https://archive.blender.org/developer/F8739964/TestTexture.jpg) **Exact steps for others to reproduce the error** 1. Add a plane and create a material 2. Add a texture to the material in the Shading editor 3. Select the Plane in Edit mode, select all verts then press U and create a UV Map. 4. Change to UV Editing window and adjust the map so that it is within the black area of the texture (In my example I had added loops and folder it in have in UV just to make the error more obvious) 5. Scale the UV down a little so that it does not go all the way to the edge of the color to create padding. 6. In 3D View zoom out. Notice as you zoom out you start to see white bleed into the black. 7. Set the camera in the scene so that it is far enough away that it also sees the texture bleed. 8. Press F12 to render. Notice that it even renders the texture bleed rather than correct it.

Added subscriber: @Ghost_Train

Added subscriber: @Ghost_Train

Added subscribers: @fclem, @iss

Added subscribers: @fclem, @iss

Looks very similar to #78347. I would guess that is is the same mipmapping artifact issue, as I wasn't able to reproduce this issue in cycles. @fclem am I correct?

Looks very similar to #78347. I would guess that is is the same mipmapping artifact issue, as I wasn't able to reproduce this issue in cycles. @fclem am I correct?

Closed as duplicate of #78347

Closed as duplicate of #78347
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Reference: blender/blender#79478
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