Is there really such a thing as a totally seamless and tile free texture?

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I've been mucking around with textures. The texture below is displayed in Photoshop with a 50% offset (i.e. 4 tiles). As you can see, it appears to be totally seamless.

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This is the same texture rendered in Lumberyard with U and V at 1.0. As you can see, there is obvious tiling. I can turn down the U and V to reduce the tiling at the cost of fidelity and resolution. Has anyone found a way to get perfect seamless textures into Lumberyard or reduce tiling (apart from simply turning down the U and V settings)? If so, I'd love to hear your tips and tricks.

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asked 6 years ago152 views
5 Answers
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@REDACTEDUSER

What you are seeing is the variation of light and dark in your texture. You can easily fix this using the High Pass filter in Photoshop. Here is a great article about the topic on Gamasutra:

https://www.gamasutra.com/view/feature/131482/the_power_of_the_high_pass_filter.php?print=1

Here is your original texture:

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The same texture after a few minutes in Photoshop adjusting the High Pass filter settings:

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Attached here is the high pass texture: 7293-grass-002.zip|attachment (2.31 MB)grass-002.zip

answered 6 years ago
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Thanks BigMonet, appreciated : )

answered 6 years ago
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@REDACTEDUSER

Both textures will actually work...

In the image that I shared in this post, I used a green colored overlay above the high pass texture in Photoshop. But, this actually limits what you can do with the texture because it is already colored / tinted.

I would recommend using the high pass texture directly in Lumberyard. Then, use the diffuse color options in the Material Editor to tint the high pass texture any color that you want. This would be the recommended workflow.

answered 6 years ago
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@REDACTEDUSER

I'd be whether the previous workflow for painting terrain that is in the docs will be removed at some point and replaced with what you did. Thanks in advance!

answered 6 years ago
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Ah, so you would high pass in photoshop, fade the high pass with luminosity as mode and opacity at 100%, then use that and tint it when needed. Thanks for explaining!

answered 6 years ago

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