Elvas Tower: Blender Export - White lines on the model edges - Elvas Tower

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Blender Export - White lines on the model edges Rate Topic: -----

#1 User is offline   Pery Scope 

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Posted 29 July 2023 - 01:39 AM

Hello

I built and exported the model of a freight car with Blender 3.6. The model also looks good in Blender and ShapeViewer. (See image)
Attached File  Screenshot 2023-07-29 112821.jpg (122.99K)
Number of downloads: 11

However, in OpenRails, white lines can be seen along the edges.
Attached File  Screen_2.jpg (303.89K)
Number of downloads: 12

Anyone know what is causing this? And can I rework the model in Blender so that this effect no longer occurs? It seems to me that this occurs with cylinders created in Blender. Apparently not always.
Many Thanks in advance.
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#2 User is offline   pwillard 

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Posted 29 July 2023 - 02:53 AM

I'm not sure we can blame cylinder primitives as the root cause for this as I have done many dozens of underbody piping bits on tank cars. Wild Guess: I'm wondering if it's a texturing issue, maybe the surface is set to be too reflective? How complex did you make the cylinders?

#3 User is offline   Pery Scope 

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Posted 29 July 2023 - 07:49 AM

Hi Pete,
thanks for your quick reply.
The handles at the end of the trolley are made of cylinders with 8 faces. The texture settings are as follows:
Attached File  Screen.jpg (34.46K)
Number of downloads: 1
But as already described, not every cylinder shows these white lines

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#4 User is offline   scottb613 

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Posted 29 July 2023 - 09:42 AM

Hi Malte,

Did you add MipMaps to your textures?

I've seen this before but I've been on a bit of a break - I can't think of anything more at the moment.

Regards,
Scott

#5 User is offline   Eldorado.Railroad 

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Posted 29 July 2023 - 01:51 PM

Just a wild guess..

But are you sure, like 101% sure you do not have overlapping polygons? I guess you mirrored the handrails from the opposite end, but maybe they were copied as well, such that you have two sets of textured polygons in the "almost" same position. The best way to do this is to look/isolate the handrails in the UV editor and make 101% sure you have not set the UV coordinates to some place other than desired. If you can, upload a screen cap of the UV editor window such that one by one you demonstrate that the UV coordinates are pasted onto the texture where they should be.
Also if you have another several textures make 101% sure that the handrails in question do not have their UV coordinates on the wrong texture.

That is my guess, amongst many. Short of uploading your whole blender file and textures, pretty hard to guess.

Steve

#6 User is offline   Pery Scope 

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Posted 30 July 2023 - 07:56 AM

First of all, thank you for your help.

@Steve: No, there are no overlapping polygons. I've always paid attention to that. (I also removed all non-visible faces from cubes, for example.)

@Scott: I can't really answer your question about mipmaps. :huh: I created a screen of the UV mapping from Blender. There you can see how my texture is designed and how the mapping was done. Maybe this answers your question.
Attached File  Screenshot 2023-07-30 175326.jpg (82.01K)
Number of downloads: 0

I can also give you the blender file and texture if that's more helpful for troubleshooting.
Thanks and best regards

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#7 User is offline   Pery Scope 

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Posted 30 July 2023 - 08:12 AM

Eureka, I think I've found it. It is the design of the mapping. After selecting the surfaces to be textured, I reset them. This will then look like the screenshot above. I used the Unwrap option this time and the areas in the UV mapping are now distributed like this.
Attached File  Screenshot 2023-07-30 180545.jpg (91.81K)
Number of downloads: 1
And now: The white lines are gone.
Attached File  Screenshot 2023-07-30 180825.jpg (102.01K)
Number of downloads: 1
Nevertheless, many thanks to you. :)

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