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A question about alpha textures on cylinders


AlwildaSynardus
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What you are seeing is texture bleeding, the top of your texture is blending in with the bottom.

Instead of a 1x1 repeat (or 1.000, 1.000 scale), set the x and y scale to .99 and .99 or something a bit smaller. That should cure it.

EDIT

Just crossed my mind, I should have said 0.99 for the y value, the x value can stay 1.0

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In SL, all textures 'wrap' from one edge to the other, even if the repeat is set to exactly 1.0000. This means that when you have a texture that is opaque at one edge and transparent at the opposite edge, you get a one-pixel 'bleed' of the colors from the far edge showing at a 1.0000 repeat.

Setting the repeat value to 0.99 works in most cases to eliminate that glitch. But it may just slightly alter the appearance of some carefully textured things.

If you are making a custom texture for a project and you know you want to have one edge solid and the other alpha transparent, then make the texture with a one-pixel wide alpha along the 'solid' edge. This will be what 'bleeds' over, and it will be invisible at the alpha edge. At the solid edge, especially on something like a flexi tail, that end will often be embedded in something else, and you won't see the thin transparent bit at the edge. If that solid edge is exposed, a one or two pixel wide alpha at the edge usually wll not be noticed.

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Another tip: If you are making nested tapered flexi cylinders to make a bushy tail, make them hollow, and use a 100% alpha texture on the ends and on the inside face. This will fix the alpha sorting issues between the layers of the tail itself. Works better than solid cones.

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