Probably fiddle with mask-textures compression settings and/or mip generation method. Try setting a sharper mip generation, it might solve it from close-up.
This might also be an issue with your image itself, where the values don’t actually meet properly in the middle and there is a gap between the squares. This could also be some texture filtering, so mess with bi-linear filtering/point sample filtering.
the textures has no mipmaps, and no pixel mistakes (tested in photoshop) so the basic tiles are clean and seamless - the same with the 4k texture mask.
i switch the filter method from the texture mask to “default texture group” to “bi linear” , “tri linear” the best solution was with filter method “nearest”. but the bad seams are still there.
as i can see during playing with the filter method, i think its a pixel problem of the mask texture - because the resolution is limited to 4k?
maybe there is a way to avoid masking with textures?
if all you need are masks like that you can do that with coordinate based masks. for example take the red component of the uv coords, subtract 0.5 from it and ceil it. this should give you a very crisp mask and might solve your problem.
Can we see your settings for one of those textures?
And just FYI, increasing the resolution of a mask like this is a waste. I have made an identical mask with a 2x2 pixel map and if it has nearest filtering and no mip map, it flawlessly works. So I’m curious about your texture files.
okay the seams comes from my image texture coordinate - i set the tiling to 2 - to fit the image into the mask
without the uv tiling the seams are clean…
sry for this noob questions - but is there a alternative method instead of the texture cord to fit the images into my mask ?
also mask compression is terrible, parts of other channels compress into each other and contaminate, I thought the whole point of a separate compression for masks would be so this didn’t happen but it seems useless to me, I either use grayscale images or set the mask to UI uncompressed
thank you so much - i set the tiling again to 2, 2 and the image textures to clamp ! also the mask to “UI…” then add and substract the uvs to offset the images.
and now the ugly seams finally gone :-D.
i wonder why ceil doesnt work / or floor and the clamp node (min max)
perhaps I’ve overlooked a little thing.