I’ve got a cube map I put together, of Neptune’s moon Triton which I’ve applied to a cube. (I was testing to see if cube maps could eliminate distortions around polar areas, but they present an issue with major seams. The problems are happening at the edges of the cube cross, on both the left and right hand sides. The top and bottom don’t have any problems.)
I know that blender produces a “texture bleed” based on a specified margin when baking maps from material information, so I was wondering if this is even possible. I’ve heard somewhere that it can be done using compositing.
If what is even possible? I’m not sure what your question is. If you mean mapping a flat or cubical texture to a sphere without distortion, no, it’s not possible in Blender, any other 3D program, or reality
Well showing the result shows us… what ? Maybe your setup would help…
If you use UV’s then you are essentially reponsible to make the border edges of different face area in some way similar to avoid texture greases at the edges…
… so you had overlapping borders/margins for this…?? and used what for this (and did consider some) ??
Blenders texture paint is one possibilty to paint textures with reference images as brush or stamp to make this…
?? You answered your own question even if i also don’t excactly know what you are asking… and then (further not mentioneing what you mean) some one said…compositing ???
As i said above you have to merge (composite) your references in such a ways that there is a seamless texture but the seams are not only those which you see directly if viewed as image but also if mapped to the surface… therefore the inverse painting method → 3D texure painting on 3D view and indirectly re-mapping this onto the texture image…
(Think about how the alu sheet of a chocolate Santa Claus is “painted” but how it looks after wrapped onto the chocolate.)
I guess what I’m trying to say is that while I’ve gotten the UVs to fit nicely, there’s still seams.
This problem has been absent when I’ve baked procedural textures because there’s a margin that controls how much the texture “bleeds” outside of UV islands. This is basically what I want to achieve, but with my cube cross I made.
The problem is that I can’t think of a really good way of having the texture “bleed” beyond the Existing areas.
Blender’s texture baking has given the best results before when I’ve baked textures from procedural setups.
So it’s still a cube which you subdivided via modifier… if you had said this before: load your texture into any paint app, dublicate the layer, switch to the bottom one and blur it with wanted pixel radius, save as new texture with blurred margins…
The magic of precise and understandable problem describtion…