Seams/artifacts after simple texture is applied to the terrain in Godot
12:34 18 Jan 2026

Godot 4.3, Forward+ renderer, Terrain 3D plugin

I have a simple setup with the terrain and a basic 1st person player controller. Terrain is provided via Terrain3D plugin, and is heightmap based.

Everything works pretty well as far as motion/physics is concerned. However, when a simple grass 480x480 texture is applied, strange blue seams/artifacts appear when game is ran:

enter image description here

These artifacts:

  • only appear in the distance
  • disappear when approached
  • not present in the editor window at all.
  • not present when other 512x512 texture is applied
  • disappear when mipmap generation is disabled on the texture's import stage

enter image description here

Settings for the texture are provided on the second screenshot. I'm following this tutorial. From the looks of it, mipmaps are the culprit. What could be the reason behind this mipmap behaviour, and how to fix it while still keeping the mipmaps intact?

godot terrain artifacts