Texture dilation(or padding) is a simple technique used in Textures for 3d models. Its purpose is to dilate the borders of the UV islands to fill empty areas with similar pixels.Generating a good quality padding is important to ensure good mipmaps. Many image manuplation apps has that action as filter. As 3D artists or people who works on video games also need it in Kirita. Thank you!
Can you name a few examples? Have you checked the g’mic filters?
Photoshop has custom ones (xNormal, Solidify etc.), Photopea has 3D>Texture dilation, GIMP has UV Padder.
I checked g’mic filters but i could not find a filter does exacly same. Morphological does dilation but it has max 60 pixel limit which left huge empty areas.
Basically we need Morphological>Dilation but until all empty pixels filled with color.
g’mic repair → solidify looks like what you’re after:
before / after, with settings: smoothness=0, reg. iterations=0, dilation/erosion=0
it doesn’t produce perfectly sharp boundaries in the padding where regions meet, but I don’t believe that’d be an issue. It does appear to preserve the texture regions exactly (layer the original on top and notice there’s no apparent difference) so long as the texture regions have a sharp edge (no antialiasing).
edit: a clearer example:
Looks like it works much better thatn Morpho>Dilate one. Thanks tomjk! I think my promblem is solved. I’ll mark post as solved.
I’ll change the category to Support and Advice: General Questions.
There was a bug report in the past slightly related to this: 471871 – Image gets white outline on certain transparent parts in some image viewing programs and other software
The use case is different but the solution is similar. I was planning back then adding a filter to solve the issue, and after seeing this thread I decided implementing it, and make it in a way that is useful for both use cases: Add "propagate colors" filter (!2162) · Merge requests · Graphics / Krita · GitLab
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