Godot Version
4.5
Question
I’ve noticed some of my models have this issue where the texture changes based on how far away the view port is. It happens from the camera view too. The UV’s seem to move too.
It seems to happen even when the only thing in the shader is the Texture 2D too. Switching to data doesn’t fix the issue. Could someone explain whats going wrong? Is there some general practice rules about UV spacing that I should be aware of?
Try disabling LOD generation in asset’s import options and reimport.
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I tried that it hasn’t made much of a difference, my UV’s seem to be expanding
Can you show a video? Not sure I get what you mean by “UVs expanding”.
Btw what’s plugged into texture node’s uv input there?
There’s nothing plugged into the uv, its just aligned with the other nodes that I had in the shader before I tried it with just the texture:
What I mean by UV expanding is that the color that’s being displayed is the pixels next to where the UV is mapped, so its like the uv is expanding:
Does it matter if my UV is aligned to a pixel center or its corners/edges? The region of the image is quite small and my texture painting black lines ~2px thick
There should be a pixel or two worth of padding in textures.
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I will have to keep that in mind for the next model. Thanks for letting me know