Author Topic: Seamless texture problem when bitmap tiling is other than 1  (Read 398 times)

2025-03-21, 06:36:02

Salmaasa

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I have several seamless fabric bitmaps that I use to create materials. The maps are of different sizes. That's why I correctly size them using bitmap tiling. Unfortunately, when I use a tiling value of something other than 1, the texture is not seamless anymore. What can I do? I also tried real-world map scale, but the issue remains for values other than default.
(On a side note, why is the default real-world scale size 0.1cm? How can I change it?)

2025-03-21, 09:41:03
Reply #1

Aram Avetisyan

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Hi,

Seamless texture is usually "seamless" exactly the way it is, at its borders. So if you tile it more or less, you basically change the border where it would repeat itself and be seamless.

Instead of changing the tiling, you can use UVWXForm or MapScale modifiers to change the scale of the textures. UVWUnwrap is another option.

Default world scale of 0.1cm has to do with the system units. But keep in mind that changing this will change the scene scale too.
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2025-03-21, 10:14:15
Reply #2

romullus

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Are you sure your texture is indeed seamless? Unless you're also using cropping, tiling by itself should not introduce seams. It doesn't matter real-world scale or not. Can you show a screenshot your bitmap node and texture itself. That could help us to identify the real culprit.

As for the default scale, as Aram already said, by default texture scale is 1 system unit. If your display units does not match system units, you will get other default scale than 1. In your case, it looks that the system units are mm, while display units are cm, hence 0,1 scale by default. Remember, system units are what 3ds Max uses internally for all its calculations and display units are there just for your convenience.
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