Texture dilation not in exported textures

I use InstaLOD studio to remesh an object and bake its materials to a texture. The dilation of the texture output is set to two pixels to avoid seams in the textured object.

Once the textures are baked and and the finished object is exported the dilation doesn’t seem to be present in the textures, which produces the seams I was trying to avoid. I’ll include a picture of the UV viewer in Blender where this is visible.

If I open the processed object in InstaLOD studio and go to the UV viewer there, the dilation is shown as expected. I’ll include a picture of this as well.

How is it possible that the two are different, if they are using the same texture as a base? Does InstaLOD somehow add the dilation when texturing/showing the texture instead of baking it to the texture? and if so, then how can I correctly bake the textures with dilation?

Thanks a lot for your support,

Jakob


uv_instalod

Hello @jakob and thank you for your post!

I did a quick test just now and was able to view the dilation in Blender by changing the Alpha setting for the Base Color texture in the Blender material from Straight to None.

CleanShot 2025-02-11 at 09.56.34

Hope this helps and if you have any further questions, please feel free to ask!

Thanks!

1 Like

That solves the problem for me, thanks a lot. Is there any reason why all the dilation pixels are set to a alpha value of 0? And is there a way to change this in InstaLOD so future Textures will be exported without this transparency?