Tiling Seams When Roughness Enabled?

Godot Version

4.3

Question

Greetings, Godotnauts! I’m hoping someone can shed some light on this issue I’m experiencing.

All of my game’s buildings are made using as few textures as possible by utilizing texture atlases, and mostly built using Sprytile in Blender. Perhaps foolishly, I have not structured these atlases with UV padding in mind as I am using nearest neighbor filtering so I didn’t think mipmaps would be an issue (and furthermore, mipmaps are not enabled on my texture import settings in Godot and my materials’ Sampling settings are set to “Nearest”).

However, it appears that when I include roughness, there is some sort of border/seam issues when it comes to tiling textures similar to what you would see from mipmapping and subsampling. None of the other textures display seams like this (including metallic), so I assume this has something to do with the way reflections are handled behind the scenes? That being said, I can’t seem to find a setting to mitigate it yet, and I’ve been combing through my project settings, world environment settings, and viewport settings.

Here’s what I’m talking about:


Seams visible with no UV pixel padding


Seams visible at a distance/certain angles even with 8 px UV padding


Model and material with ONLY the single repeating texture - no seams

These images are with a specific roughness texture used, but even without the texture and just using the roughness slider these artifacts are visible.

Anyone got any thoughts/advice?

EDIT: For what it’s worth, the texture atlases vary in sizes from 256x256 up to 1024x1024, and the tiling textures are generally 128x128. The atlas featured in these screenshots is currently 512x512 and the tiles are 128x128.

I’d like to stick to my atlases and avoid adding multiple tiling materials, but if there’s no way around it…

EDIT 2: I realized today that I might have been using the wrong nomenclature. I didn’t realize that Godot actually had a TextureAtlas format. When I say “texture atlas” I just mean a single image with multiple textures that I UV map in such a way as to texture a larger structure, e.g.