# UV Edges when creating world aligned Texture with Texture Atlas

**URL:** <https://forums.unrealengine.com/t/uv-edges-when-creating-world-aligned-texture-with-texture-atlas/1867773>\
**Category:** Rendering\
**Tags:** uv, unreal-engine, Rendering\
**Created:** [May 22, 2024, 2:39pm UTC](https://forums.unrealengine.com/t/uv-edges-when-creating-world-aligned-texture-with-texture-atlas/1867773 "2024-05-22T14:39:36Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![BrokenBluescreen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BrokenBluescreen](https://forums.unrealengine.com/u/BrokenBluescreen)\
**Post date:** [May 22, 2024, 2:39pm UTC](https://forums.unrealengine.com/t/uv-edges-when-creating-world-aligned-texture-with-texture-atlas/1867773/1 "2024-05-22T14:39:36Z")

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# Problem

I have created a material that is using world coordinates and the triplanar mapping method. I wanted to be able to use a texture atlas within this material, which I was able to get to function prowerly, except there are very small lines visible, which seems to be edges of the UVs.  
Following image shows the whole node setup for the UVs of my material:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/c/1/5c152c17a80dd1374fb323cfdba29246e7387900.jpeg)

Here the material in the level:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/0/3/b032c45a08963a2d629c494b397a99205205472c.jpeg)

It is not that annoying, but still quite visible.  
I have not that much experience with this stuff, so  
**I’d really appreciate any type of help^^**

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**Author:** ![jahjah771](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jahjah771](https://forums.unrealengine.com/u/jahjah771)\
**Post date:** [May 22, 2024, 9:00pm UTC](https://forums.unrealengine.com/t/uv-edges-when-creating-world-aligned-texture-with-texture-atlas/1867773/2 "2024-05-22T21:00:05Z")

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It’s a frac node, to solve it [Frac artifacts on a tiled flipbook texture: how to remove them? - #12 by RyanB](https://forums.unrealengine.com/t/frac-artifacts-on-a-tiled-flipbook-texture-how-to-remove-them/60121/12)

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**Author:** ![BrokenBluescreen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BrokenBluescreen](https://forums.unrealengine.com/u/BrokenBluescreen)\
**Post date:** [May 23, 2024, 11:52am UTC](https://forums.unrealengine.com/t/uv-edges-when-creating-world-aligned-texture-with-texture-atlas/1867773/3 "2024-05-23T11:52:48Z")

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looks very promising, gonna try that out ^^

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**Author:** ![BrokenBluescreen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BrokenBluescreen](https://forums.unrealengine.com/u/BrokenBluescreen)\
**Post date:** [May 29, 2024, 8:31pm UTC](https://forums.unrealengine.com/t/uv-edges-when-creating-world-aligned-texture-with-texture-atlas/1867773/4 "2024-05-29T20:31:34Z")

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Hah it worked thaanks for the help^^
