LODinize Helpv1.0

Texture atlas

The Atlas Editor shows how the character's triangles are laid out on its texture, per LOD level, and repairs the texture where simplified triangles would sample areas the original never used.

On this page

Why LODs need texture work

When triangles are merged, the outline of a UV island can move outwards. The coarser triangle then reads texture pixels just outside the original island — often empty background. In the game this shows up as wrong-coloured seams on lower LODs. The Atlas Editor makes these areas visible and fills them from the surrounding texture.

The atlas view and toolbar

Atlas Editor showing the full UV layout
The Atlas Editor with the whole UV layout and the Tools and Info panels.
Toolbar itemPurpose
FitFit the whole atlas into the view.
LODWhich level's UV layout to show: Original or LOD 1…n. Independent of the LOD shown in the LOD Editor.
TexturedShow the texture under the layout.
WireframeShow the triangles of the chosen level.
DifferenceHighlight texture areas used by the chosen LOD but not by the original (bright green).
LOD0 overlayDraw the original's island outlines (yellow) on top of the chosen level.
Island bordersOutline the UV islands.
PaddedShow the repaired (padded) texture instead of the original.
Zoom out / Zoom in / ResetView controls. The mouse wheel zooms and right-drag pans as well.

Clicking in the atlas selects islands or triangles when selection is enabled — see Selection & mask painting.

Seeing the problem: difference and contours

Difference highlighted in bright green
LOD 4 with Difference on: the bright green bands are texture the LOD samples outside the original islands.
Original and LOD island contours
With the LOD0 overlay: the yellow outline is the original island, the white one the LOD's. The gap between them falls on unpainted background.

Solve LOD(n) texturing

The Tools panel fills the uncovered areas. Choose an Algorithm, optionally some Extra padding, and click Solve LOD(n) texturing. The Info panel reports how many texels of the LOD sampled background before and after.

AlgorithmHow it fillsCharacter of the result
Nearest-covered (color bleed)Extends the nearest painted pixel outwards.Covers everything, in a wider band; edges can look streaky up close.
Surface re-projectionLooks up the colour the original surface has at that spot.A narrow, clean band that continues the texture; can leave a tiny remainder uncovered.
Result of color bleed
Nearest-covered: 2.3 % → 0.0 % background texels, 99 px band.
Result of surface re-projection
Surface re-projection: 2.3 % → 0.1 %, 8 px band.

The percentage alone does not tell the whole story — compare the two results visually at the zoom level your players will see.

Regenerating LODs resets the solve. The repair belongs to a particular LOD geometry; after Generate LODs or Refine, solve again.

Export padded atlas

Export padded atlas writes the repaired texture as an image file. To include it in the exported LODs instead, tick Use processed (padded) albedo in the Export LODs dialog. The LOD viewport can preview it with its Padded button.

Guide: Filling texture gaps on low LODs.

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