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Nick Lassard
Registered User
Join date: 17 Feb 2006
Posts: 34
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12-13-2006 15:06
Textures I am importing seem to become granulated and bad looking at a distance, particularly when the camera is moving. I've been working with smooth marble slabs and cut stone, both of which look okay up close but awful far away.
Textures in game don't have this problem.
I've imported as both JPEGs and TGAs, 512x512 at 72 pixels per inch.
Any ideas?
Nick
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Maximillion Grant
Registered User
Join date: 29 Jul 2005
Posts: 172
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12-13-2006 17:20
Not sure if I totally understand the problem without seeing an example but it sounds like a problem I found when working with ground textures when there was too much small detail. I know it sounds counterproductive but you may need to try lessening the contrast and perhaps giving the texture a bit of a blur. That's how I was able to fix it for myself.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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12-13-2006 17:48
Make sure your detail settings in your preferences are all the way up, and that your draw distance is sufficient to allow for a good distance of sight before LOD starts to lower.
If the problem seems to be happening when textures are viewed at oblique angles, you should also turn on anisotropic filtering (if your video card can handle it).
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Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
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12-13-2006 18:32
I believe he is referring to the lack of mip-mapping on newly uploaded textures. I've noticed this too; every time I upload a new texture, initially it doesn't have any filtering. As the camera moves away, the texture gets all pixelly and jagged. But it's only initially. I guess it takes time for the server to calculate mipmaps or something, because the next day the texture will be smoothly filtered.
So apply the new textures to a surface and then leave it out and see what it looks like tomorrow. I'm serious.
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Nick Lassard
Registered User
Join date: 17 Feb 2006
Posts: 34
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Miraculous Today!
12-15-2006 10:48
John's answer seems to be true. The textures all seem to be perfect now.
Anything anyone might add on the why/how of this proces would be greatly appreciated.
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Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
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12-15-2006 11:20
From: Johan Durant I believe he is referring to the lack of mip-mapping on newly uploaded textures. I've noticed this too; every time I upload a new texture, initially it doesn't have any filtering. As the camera moves away, the texture gets all pixelly and jagged. But it's only initially. I guess it takes time for the server to calculate mipmaps or something, because the next day the texture will be smoothly filtered. So apply the new textures to a surface and then leave it out and see what it looks like tomorrow. I'm serious. Yep, absolutely true. You won't see what a freshly uploaded texture looks like to other people until you've logged out and back in.
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Peekay Semyorka
Registered User
Join date: 18 Nov 2006
Posts: 337
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12-15-2006 12:21
From: Nick Lassard Anything anyone might add on the why/how of this proces would be greatly appreciated. See the Wikipedia entry on Mipmaps. Before the mipmaps are calculated, the textures are roughly interpolated on the fly, with visibly mediocre results. -peekay
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Nick Lassard
Registered User
Join date: 17 Feb 2006
Posts: 34
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MIP Maps
12-15-2006 16:04
Very Helpful.
Thanks to you all.
Nick
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