How can I avoid having blur around textures?
When I export the texture it is not the same as what I see in the 2D view.
Where am I going wrong?
You can turn on alpha on your export:
That way, the blurry stuff will be made transparent, like in the viewport. But generally, blurry stuff is a good thing, and it helps to stop black stuff creeping over the seams.
Hi, thanks a lot for reply.
It’s as I imagined but I have already selected the export with the alpha channel but despite this I still get the blur. Can you tell me why?
I think the blur will always be there as the blur is in unused UV space, and on the off-chance for any reason that creeps across a seam it’s a lot better if the colours are interpolated from the closest bit of used texture so you don’t get a black line on the model. If you want the unused parts of the texture to be black for an RGB texture, you can take the RGBA texture into an image editor, give it a black background, and flatten it. The alpha is straight alpha and not premultiplied which is why the blurry bits are not destroyed by the alpha. Make sure you are exporting in RGBA if you want to do this
Thanks but my problem is that I can’t get the alpha channel even if I set this in the export.
I’m probably doing something else wrong but I can’t figure out where.
please paste a screenshot of your export settings
Hi, sorry for the delay in replying and thanks again for the support.
I attach the screen of the export settings and the result (it appears not to have the alpha channel).
However, the normal map has the alpha channel so I could eventually create a mask from that.
But I would like to understand where I am going wrong with the diffuse map.