# Papervision: Black seams around model

**URL:** <https://forum.kirupa.com/t/papervision-black-seams-around-model/309313>\
**Category:** flash\
**Created:** [May 12, 2010, 3:55am UTC](https://forum.kirupa.com/t/papervision-black-seams-around-model/309313 "2010-05-12T03:55:02Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![DanTheMan](https://avatars.discourse-cdn.com/v4/letter/d/e19adc/32.png) [@DanTheMan](https://forum.kirupa.com/u/DanTheMan)\
**Post date:** [May 12, 2010, 3:55am UTC](https://forum.kirupa.com/t/papervision-black-seams-around-model/309313/1 "2010-05-12T03:55:02Z")

</div>

Hey guys,

if you look at the results I have so far under [this link](http://misterdan.netcup.net/FotogeschenkeV2/) you will notice that around the model appear very thin black lines.

I created the cup using 3DS max 2009. I assigned two materials to it and exported it to a Collada-File using the Collada-Export-Plugin for 3DS Max.

Now in Papervision I go ahead and replace the assigned materials.  
For the inside of a cup I use a simple PhongMaterial. For the outside, (combining 2 pictures first, resulting in a bitmapData-Object) I create a BitmapMaterial first and then make a ShadedMaterial out of it.  
Finally I a apply a PhongShader to the ShadedMaterial.

If I’d use a phongMaterial for both parts it looks perfect.  
So it kinda looks like it has something to do with my ShadedMaterial.

Here the relevant code:

```auto

private function mergedTextureCreated(e:Event):void
        {       
            // Initialize lights
            initLights();
            
            // Retrieve the merged texture and create a bitmap material from it
            mergedTexture = textureCreator.MergedTexture;
            var mergedTextureBitmapMaterial:BitmapMaterial = new BitmapMaterial(mergedTexture.bitmapData, true);
            mergedTextureBitmapMaterial.smooth = true;
            
            // Create a phong shader
            var phongShader:PhongShader = new PhongShader(light, 0xFFFFFF, 0xa6a59f, 10);
            
            
            // create a shaded material from the mergedTextureBitmapMaterial
            var shadedMergedMaterial:ShadedMaterial = new ShadedMaterial(mergedTextureBitmapMaterial, phongShader);
            shadedMergedMaterial.smooth = true;
            
            
            var phongMaterial:PhongMaterial = new PhongMaterial(light, 0xFFFFFF, 0xa6a59f, 10);
            
           
            
            // Create a material list and assign the materials to it            
            var matList:MaterialsList = new MaterialsList();
            matList.addMaterial(shadedMergedMaterial, "Material1");
            matList.addMaterial(phongMaterial, "Material2");
            
            
            model = new DAE();
            DAE(model).load(dataModel.ModelPath, matList);
            
            model.addEventListener(FileLoadEvent.LOAD_COMPLETE, modelLoaded);
            model.addEventListener(FileLoadEvent.LOAD_PROGRESS, materialLoading);
        }

```
