For some reason I created this texture and no matter how much editing I do in my mapping doe it always turns out with repeating tiles. I am creating a leather hilt, and about half way up there is a seam where the texture restarts. Is there anyway to fix this? (For some reason the .blend file won’t upload so I have put up my node set up and a quick render of the hilt.) Also if possible the leather kind of looks unrealistic as far as the displacement, any way to fix that as well??
Edit:didn’t really read the post. Yeah, you need to make the image tileable in an image editor. If you want to post the image, I may be able to clone stamp it for you.
Ignore:…
Try checking the checkboxes before min and max.
There’s several possible fixes.
- Is the original texture actually tileable? Would trimming a side of the texture remove an inconsistency in the image?
- If it isn’t already, UV unwrap the object. You may be able to adjust the mapping to remove the inconsistency.
- Final results are questionable, but you may be able to add a Noise texture (with a Color Ramp to limit the colors) and use that to “cover up” the image texture seams.
How would I know if it was tileable? I just got it off of CGtextures. I can post a picture of the texture if that would help. As for unwrapping this node is connected to texture coordinate node under UV. As for unwrapping it is unwrapped from view (bound). My biggest concern over all is the fact that the specular map also repeats so I end up getting a texture that shines then just stops at the seam then starts to shine again inconsistently if that makes any sense.
It says if it is.
If you want to post it, I can tile it for you. Or you could look for a pre-tiled texture.