Texture seams resulting from blending textures using mask technique


I am creating a high resolution model of the earth (or trying to at least) by blending 8 separate 4096x4096 textures using a masking technique. Here is my material code I am using:



When I apply the material to a sphere you can see seams on the boundaries of the separate textures. As you can see here:

Does anyone know how to get rid of these seams so that it looks like a single continuously smooth massive texture on the mesh?

Other notes: In photoshop when I combine these separate textures into one single large texture there is no seam or any indication of a boundary between the individual textures.


There are most likely some pixels around the borders of your masked areas that are a value between 0 and 1. This could result in a “seam”.
I would make sure to blow out your masks, floor them, clamp them, then use the output of that to make sure all pixels are a value of 0 or 1 and nothing in-between.

@JBaldwin Thanks again for your help :). So I made sure to floor and clamp the masks and also set the filter in the texture editor to nearest instead of Default (from TextureGroup) and that fixed it for me :slight_smile:

Awesome :smiley: