Texel Tools

Edge Padding

A texture only has color where the UV islands are. Everything around them is empty. When the renderer filters a pixel near the edge of an island, it mixes in that empty space, and you get a dark outline along every seam. It gets worse on smaller mips, because the filter reaches further.

Edge padding copies each island edge color outward into the empty pixels around it, so there is something sensible to blend against. Nothing inside the islands changes, and the alpha channel is left exactly as it was.

How much padding do I need?

Enough to survive your smallest mip. A common rule is 2 pixels per mip level, so 16 px covers four mips comfortably. Padding is free at runtime, so it is better to overshoot.

Does it change my texture?

Only the empty pixels get written. Everything that already had color comes out identical, and so does the alpha channel.

Is this the same as dilation in Substance or xNormal?

Same idea and same result. The difference is that this works on a finished PNG, so you can pad maps you no longer have the source file for.

Related: ORM Packer · Tiling Checker · Channel Split