Of course, yea I pack em in the session so they travel along with whoever downloads em. Catch is that these textures aren't 4K or anything. They are smaller as to make the blender session smaller. In case you ran into issues (reason for the question) I will download it and check.
I made a wood box for the wife a few years back.. the darker shade is from that box. I've got a lot of use from it. I may put the mats up for the next round of assets here.
Mostly fixed it by applying within blender a pixel filter (Render settings => film => filtersize) and a little overscan in the same area which further ditheres or antialiases the edges of the render. Increased the field of view of the object by tweaking "Orthographic Scale" so the gutter, and margins are within each frame instead of applied after. (we get the entire image this way)
Then just cramming them into eachother till that antialiased edges kinda blend together.
Not perferfect but improved for sure.
If you squint.. you can still see it while zoooomed way in.. at scale ya cant see it at all.
I'm tempted to almost ignore it honestly, because you gotta zoom it to see it if there is any noise there
when those are created in a 2D editor we're told in the tutorials that we should have 4 pixels wide at the top.. then we transition in a 1X2 line coming down..
its great on top with the settings I can force the pixels to just this as the image shows below
Hoever on the bottom of that ligher region we dont start with a 1X2 transition. So when these mesh with neighboring tiles.. we see that dark poking through on the side sufaces of the block. on thart 1 pixel error.
we start with a 1X1 tranition.. so that one error kinda ruins the whole line. we see a dotted line (second image ) at the transition.
One of the problems now is that on the lighter materials (namley the turf) we can see the seams at the interaction between tiles. this is dithering issues at the edge of the render.
Found one issue with a texture that wasnt cleaned.. was making its way with the session. I purged that and reuploaded.. (now even smaller)
Of course, yea I pack em in the session so they travel along with whoever downloads em. Catch is that these textures aren't 4K or anything. They are smaller as to make the blender session smaller. In case you ran into issues (reason for the question) I will download it and check.
I made a wood box for the wife a few years back.. the darker shade is from that box. I've got a lot of use from it. I may put the mats up for the next round of assets here.
Thanks!
done, apologies!
Mostly fixed it by applying within blender a pixel filter (Render settings => film => filtersize) and a little overscan in the same area which further ditheres or antialiases the edges of the render. Increased the field of view of the object by tweaking "Orthographic Scale" so the gutter, and margins are within each frame instead of applied after. (we get the entire image this way)
Then just cramming them into eachother till that antialiased edges kinda blend together.
Not perferfect but improved for sure.
If you squint.. you can still see it while zoooomed way in.. at scale ya cant see it at all.
at scale it's not horrible as the second image suggests..
I'm tempted to almost ignore it honestly, because you gotta zoom it to see it if there is any noise there
when those are created in a 2D editor we're told in the tutorials that we should have 4 pixels wide at the top.. then we transition in a 1X2 line coming down..
its great on top with the settings I can force the pixels to just this as the image shows below
Hoever on the bottom of that ligher region we dont start with a 1X2 transition. So when these mesh with neighboring tiles.. we see that dark poking through on the side sufaces of the block. on thart 1 pixel error.
we start with a 1X1 tranition.. so that one error kinda ruins the whole line. we see a dotted line (second image ) at the transition.
Still working on it..
One of the problems now is that on the lighter materials (namley the turf) we can see the seams at the interaction between tiles. this is dithering issues at the edge of the render.
error on the wood grain between loops.. ;(
In action. Ignore the ugly character.. its being worked on
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