Hallo, seams are visible in eevee (not in cycles). Has somebody an idea to fix this?
Are you sure it’s not just because of eevee viewport overlays ?
Is it still visible at render time ? (I mean, not viewport render mode, but F12 final render)
See you ++
Thanks for the quick answer. Yes, it´s there in the final render. I did try resolution, different pictures … I am on a GTX 1080
Is the source seamless? Lay side-by-side or texture as environment map (scale -1 I think).
yes,they are perfectly seamless. In Cycles they render perfectly. I did try several pictures and panoramas.
Use other interpolation types:
Yeah, I’m getting error too on the seam when using linear with spherical image mapping. Either try cubic on that setup or use environment map node instead. For env mapping, use object texture coords, z-90 rotation, and x-1 in scale for identical results. Even a custom spherical mapping will cause the error when using linear interpolation whereas everything seems ok in Cycles.
That did it! Great! Thanks a lot
I have a similar issue and couldn’t find anything else online about it. Everything that comes up is beginner tutorials on how to hide and avoid seams in textures and mip mapping stuff.
Anywhere there’s a seam (UVs not texture) it shows up in the render with both Eevee and Cycles even though there’s no color variation in any of the textures. The problem is the normal map and I’ve tried everything I could think of.
The normals are all pointing outward. I’m using the latest version of Blender.
Does anybody know what could be causing this and how to fix it?
Thank you in advance!!