Announcements

Between mid-October and November, the content on AREA will be relocated to the Autodesk Community M&E Hub and the Autodesk Community Gallery. Learn more HERE.

Eye texture rig edge

Eye texture rig edge

Twistedangel2892
Contributor Contributor
469 Views
3 Replies
Message 1 of 4

Eye texture rig edge

Twistedangel2892
Contributor
Contributor

So I have a low-poly model rig that I've been creating with a 64-bit gaming aesthetic and anime-style eyes. I'm attempting to rig the texture of my model's pupils to both scroll (move) within the sclera via a mask layer and to scale, the latter of which I wish to control parts of my layered texture such as the pupils and eyeshine individually. For that, I'm attempting to use the solution here:

https://www.tech-artists.org/t/animate-texture-in-maya/12371

However, it says that I need to disable wrap to get it to work, and when I do that, the edges of the texture do not interpolate their alpha channels properly and leave black line artifacts at the texture boundary as depicted in the attached image. I've tried everything, I've drawing a low opacity white texture border around each image file of the texture layers, both at the canvas boundaries and around the texture decals themselves, I've tried creating a mask layer to mask out the edges, but nothing works. The artifacting disappears if I turn off filtering, but that turns the texture sharp and grainy and ruins the look I'm going for. Is there anything I can do to put this issue to bed once and for all?

0 Likes
Accepted solutions (1)
470 Views
3 Replies
Replies (3)
Message 2 of 4

Twistedangel2892
Contributor
Contributor
Accepted solution

OK, I figured it out, here's what needs to go into the shading network:

0 Likes
Message 3 of 4

mcginnc
Autodesk
Autodesk

Thanks for letting the group know 🙂



Catherine McGinnis
Maya Quality Assurance
0 Likes
Message 4 of 4

newtoki_com_co
Community Visitor
Community Visitor

Hey, I’ve run into something similar while making anime or webtoon style eyes for a rig. The black edge lines usually come from how the texture filtering blends outside the UV range. One trick is to pad the texture atlas with extra pixels of the same color so filtering has something to pull from. Another option is using clamp-to-edge instead of wrap, so it won’t sample black outside the border. For anime-style eyes this keeps the soft look without sharp grain. Hope this helps you lock it down!

0 Likes