If you assign a surface Shader to your object while enabling “Texture display” you will get these artifacts at the UV border edges
This can be fixed by doing one of the following
In the view port
Choose Render > High quality render
Or in the surface Shader it self
under Hardware texturing
change Texture Channel from None > Out Color
then flip it back to None





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This seems to pop up a lot with Maya and I have noticed it also on blinns, lamberts every sort of material.
However mostly when I try and do this trick you posted I get this error when selecting the Texture Channel:
// Error: Found no attribute match for "material.diffuseColor" //
Usually this happens after a rename of the material...to fix it, I have to reload the scene, which makes the whole thing quite excessive in order just to fix a little artefact!
Cheers
Posted by: kiernan | 12/02/2010 at 02:14 AM
kiernan: Will that bug EVER get fixed? It's been there as long as I've been using Maya, so like 5 years now.
Posted by: rupert | 27/03/2010 at 08:56 PM
25-50% of the times I doesn't work like kiernan stated:
// Error: file: /Applications/Autodesk/maya2011/Maya.app/Contents/scripts/AETemplates/AEhardwareTextureTemplate.mel line 827: Object 'blinn_qualityMenu' not found. //
Posted by: Wip | 05/05/2010 at 09:49 AM
I feel like it's nearly a 50% chance I won't be able to select the texture to display in the viewport, and it throws me that error.
Funny thing is that it USUALLY works with a lambert, but it's likely to fail on the other shader types.
Posted by: e | 08/10/2010 at 06:26 AM
well how about it Maya folks, is there a proper fix or workaround in 2011 maybe? Getting a bit tired of this bug slowing me down when I'm in a client session....
Posted by: dennis | 30/11/2010 at 05:33 PM