LODinize Helpv1.0

Filling texture gaps on low LODs

When island outlines move during simplification, low LODs read texture from outside the painted area. This example finds those areas on LOD 4 of a scanned character and fills them with both available algorithms.

  1. Arrange the views. Dock the Atlas Editor next to the LOD Editor, and set both viewports to show the texture so you can see the effect on the mesh. With Lights off you see the texture as it is. Here LOD 4 shows a grey strip beside the patches, where it reads background.
    Textured viewports close-up
  2. Show the problem. In the Atlas Editor toolbar choose the LOD (here LOD 4) and turn on Difference. Bright green marks texture the LOD samples outside the original islands.
    Difference highlighted on LOD 4
  3. Understand it. Turn off Difference and turn on the LOD0 overlay: the gap between the yellow (original) and white (LOD) outlines lies on unpainted background.
    Original and LOD outlines
  4. Solve. Pick an Algorithm and click Solve LOD(n) texturing. The Info panel reports the share of the LOD's texels that sampled background, before and after.
  5. Compare. Try the other algorithm and look at both results at the distance the LOD will be seen from.
    AlgorithmBackground texelsBandLook up close
    Nearest-covered (color bleed)2.4 % → 0.0 %104 pxcovers everything; streaky edges
    Surface re-projection2.4 % → 0.1 %8 pxcontinues the fabric; a tiny remainder
    Color bleed result
    Nearest-covered.
    Re-projection result
    Surface re-projection.
    On the mesh, after each solve (the LOD viewport switches Padded on by itself):
    Original, LOD 4 and LOD 4 after Nearest-covered
    Nearest-covered: the strip is covered, with streaks along the edge.
    Original, LOD 4 and LOD 4 after Surface re-projection
    Surface re-projection: the fabric continues across the seam.
  6. Use the result. Preview it on the mesh with the LOD viewport's Padded button, then either Export padded atlas as an image, or tick Use processed (padded) albedo when exporting the LODs.
Order of work. The repair belongs to a specific LOD geometry. Finish generating, masking and refining first; after any of those, solve again.