Back to Node List

Texture Layout Dilate

texture_layout_dilate

Extends island edge pixels into reserved gutters without crossing UV islands.

Reviewed
Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
画像
image
Image
Required
レイアウトと同じ寸法のテクスチャです。
テクスチャレイアウト
layout
TextureLayout
Required
モデル生成ノードが出力する自動UVレイアウトです。

Output Ports

NameTypeDescription
境界拡張画像
image
Image
予約済みUV余白を最寄りの島の端で埋めた画像です。

Overview

Expands the edges of texture UV islands into the surrounding padding through dilation. Transparent or unrelated colors immediately outside a UV boundary can bleed into the edge during texture sampling, creating black fringes or seams. This node performs the standard game-texture preprocessing that prevents those artifacts.

Usage tips

  • Its usual position is immediately before application or export: finished texture
    • the primitive's texture_layout output → Dilate → model_set_material.
  • It expands only into the gutter without crossing UV islands, so neighboring islands remain clean.
  • If strange colored lines appear along model edges, first check whether this step was omitted.

Related nodes

  • model_set_material — applies the processed texture
  • model_trim_sheet_apply — combines with shared-sheet workflows
  • model_gltf_export — final export after processing
Back to Node List
Texture Layout Dilate — PixPipeline Node Reference