How To Make Sphere Seamless?

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Old 03 March 2013   #1
How To Make Sphere Seamless?

I applied a cloud texture on a sphere and I didn't like how it looked because I could see the seam. I used UVW map to try to fix the issue, tried sphere and cylindrical projection, nothing worked. So I attempted to use geosphere, but still there is still the seam. This is getting frustrating :( Even though I used a tiled cloud texture, the seam is still there. Please help, anyone?
 
Old 03 March 2013   #2
UVs don't really work like that. Representing a 3d object in 2d space will always leave a seam.
It is possible, however, to cover up the seam by blending the two edges of your texture together.
At least one seam will always be there, but you can change how visible it is with your textures.
 
Old 03 March 2013   #3
If this is just a skydome then hide the seam behind the camera. Otherwise, apply an unwrap mod, use peel/pelt or whatever to unwrap and then paint the seam out using clone stamp in viewport canvas.
 
Old 03 March 2013   #4
Quote: Even though I used a tiled cloud texture, the seam is still there.


This shouldn't be the case. If I create a fully tileable cloud-texture, and assign it to a default sphere, there is no seam like that. There is only very visible pinching on the top and bottom. Maybe you have modified tiling in the bitmap properties?

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Old 03 March 2013   #5
What you need to avoid the pinching when using spherical projection is to use an equirectangular texture to begin with.




You see the distortion at the top and the bottom? That's to compensate for the increasingly smaller surfaces at the poles of the spherical geometry.
 
Old 03 March 2013   #6
Originally Posted by Swahn: What you need to avoid the pinching when using spherical projection is to use an equirectangular texture to begin with.




You see the distortion at the top and the bottom? That's to compensate for the increasingly smaller surfaces at the poles of the spherical geometry.


Yes, but this kind of map is only really suitable as a lighting/reflection map, not as a background map due to the skewed nature of the texture.
 
Old 03 March 2013   #7
There exist the idea to add a blend parameter, see: http://www.neilblevins.com/cg_tools...ded_box_map.htm
Vote: http://3dsmaxfeedback.autodesk.com/...blended-box-map
 
Old 03 March 2013   #8
Originally Posted by jedie: There exist the idea to add a blend parameter, see: http://www.neilblevins.com/cg_tools...ded_box_map.htm
Vote: http://3dsmaxfeedback.autodesk.com/...blended-box-map


Neil's blended box map technique isn't suited to specific patterns like a cloud texture. Although I still use his old method and haven't tried the blended camera projection way yet.
 
Old 03 March 2013   #9
It really doesn't look like that texture is tiling. Are you sure it is? Because spherically mapping a sphere should tile exactly once horizontally. Have you changed the tiling attribute down from 1 or cropped the image? Or UV unwrapped it to not use the whole 0-1 UV space?
 
Old 03 March 2013   #10
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