Texture Paint Corner Bleed

Hello BlenderArtists! I’m new to the community, though I’ve been using Blender for about 2 years now. Normally I scan the forums or use search engines to solve any issues I run into, but I’m at the end of my rope. I decided to sign up and call out for some help.

When I started using Blender, I would use external editors to do my texture work. Gradually, I shifted over to using Texture Paint, attempting to isolate all of my work in one tool. I’ve encountered an issue with Texture Paint that I simply cannot work around.

I’m getting a bleeding issue when using any Texture Paint brush while texture masking is on.


As illustrated using a simple cone, regular non-acute edges are bleeding correctly, but acute ones bleed far outside the range of the UVs, often over into other parts of the texture. I’ve seen it on just about every model I’ve worked on using Texture Paint, and it requires judicious use of backups and layers to mitigate the damage. It’s gotten to the point that Texture Paint is working against me, slowing me down greatly during texturing.

I’ve tested this using various bleed amounts(between 0 and 10). This issue does appear to be somewhat related to the bleed amount, but also the shape and acuteness of the UV. The posted example is pretty blatant, but I’ve had it happen on simple 90 degree angles. Moreso, certain strokes of the texture brush seem to ignore bleed altogether, causing spikes across the entire texture. Even with it set to a bleed of 1, and I still have large spikes that penetrate far outside acceptable uv range.

I’ve also tested against different brush shapes, opacities, options(cull, normal). The issue is still the same.

I’ve tested Blender verisons 1.71, 1.70, 1.69, and 1.66 in both 32 and 64 bit. I’ve also replicated the issue on Windows XP and Windows 7.

Hopefully this issue is something simple, as I haven’t been able to find anyone talking about it. Thanks for reading.

Seems like is a bug report is the right way :wink:
I had too this problem on a couple of meshes, to mitigate the problem i redid the uv with more attention to the angles.
I tried now the bleed function on a cone like yours, setting that at 0 is somewhat solving the issue: there are no more spikes but some “half pixels” at the uv borders are not painted. You can extend those borders later in a 2d program.