UDIM textures have default Tiling Method set to Wrap but causes incorrect filtering on edges. It should be set to Clamp or Mirror by default.

Steps to Reproduce
  1. Extract the attached file.
  2. Import the extracted textures.
  3. Make sure Virtual Texture support is enabled in Project Settings.
  4. Import (drag and drop) provided UDIM texture into Unreal.
  5. Double click the imported UDIM to view it in the Texture editor.
  6. Zoom in to the middle of the texture to see the black seam/crease better.
  7. Change Tiling Method to Clamped or Mirrored to fix the crease.
  8. The UDIM tile is filtering with the opposite side of it's tile when set ti Wrap, causing the green edge to filter with the opposite black edge border.
  9. Suggest the default tiling method when detecting UDIMs to be Clamp or Mirror.
  10. Please note that mirror and clamp give better results but for complex images there is still a seam as the filtering is still not exactly what it would be if it had the correct pixel. A better solution would be to sample the adjacent UDIM for filtering samples.

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Fix Commit12383726
Main Commit13654804
CreatedMar 6, 2020
ResolvedMar 23, 2020
UpdatedJun 9, 2020
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