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New Participant
December 2, 2019

Texture artifacts from Google Seurat

Hi there

I am currently porting a Unity SteamVR experience to the Quest, and as the scene was quite detailed, and the entire experience occurs in a single space, it seemed ideal to use Google Seurat to generate the background scenery. This has worked really well for the most part, however I am encountering visible seams in the geometry when exported to and run on the Quest, which are not visible when viewing the same experience using a Rift S.


Here are some screenshots of the same experience:




Rift S





Quest



I have tried many different Seurat option to get rid of the seams (eg. premultiply_alpha=false) and tried different texture output sizes from Seurat, and tried many different texture compression formats for Android on the Unity texture import settings (including all the ASTC variants as advised by Oculus, and non-compressed formats), different max import texture sizes, different import texture qualities, all of which seem to make no difference.

Just looking for any other suggestions or experiences other have had, and checking that my assumption that this is likely do to differences in texture compression.

Thanks in advance

3 replies

patmw
New Participant
April 15, 2021

Hey mate,

 

Did you ever manage to get this running on the Quest?

I'm having a very similar issue.

 

Any help would be massively appreciated!

Cheers 🙂

Pat

New Participant
June 10, 2022

For anyone in the future finding this page when googling "Seurat Artifacts" the answer is:

  1. Make sure mipmaps are disabled for the seurat texture.
  2. Make sure wrap mode is "Clamp" for the seurat texture.
  3. Make sure the texture is not getting resized for Android by Unity (default size is 4096x4096)
  4. In Player Settings->Other Settings->Optimization turn off Vertex Compression for Tex Coord 0 (This is the one that got me)
New Participant
October 3, 2024

Any chance you’ve played around with Suerat since?  You advice really helped, but my scene is a still a “cubemap” as opposed to looking like a 3D environment. Any help would be extremely appreciated!!