DX and DY in material in ue5?

I am using Atlases in a material and I have noticed in the low res textures areas in the distance from mipmapping, you can see in between the tiles.
I am following this in ue5:

Anyway to resolve it?

Have you tried different mip gen settings and filtering settings for the textures?
You may also want to have a couple of pixels of padding so you aren’t relying on pixel perfect UV application.

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Thanks for trying to help.

Using the bias from the material to control mipmap distance solved it. That way I can control the mipmap distance.

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On a curious note, I decided to try the padding following this:

I am still seeing the seams when I use the dx and dy. Is there a way to adjust the mipmap settings in the texture settings. I have 16 textures atlas in a 4k map with a padding of 8px for each atlas.