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_layoutoutput → Dilate →model_set_material.
- the primitive's
- 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 texturemodel_trim_sheet_apply— combines with shared-sheet workflowsmodel_gltf_export— final export after processing