Blurred texture problem
by arteria3d · in Constructor · 12/18/2007 (10:58 am) · 6 replies
I get this wierd problem which just doesnt add up. I have two buildings in the scene, sharing the same textures - one building is blurred when the camera zooms out a couple of feet, the other remains fine at any distance.
I guess this is due to mip mapping, but it sure doesnt make sense how 2 buildings using the same textures are appearing differently.
I checked around the forums and found a few threads dating back to 2003 with the same problem.
How do i fix this, so my buildings appear correctly?
steve
I guess this is due to mip mapping, but it sure doesnt make sense how 2 buildings using the same textures are appearing differently.
I checked around the forums and found a few threads dating back to 2003 with the same problem.
How do i fix this, so my buildings appear correctly?
steve
About the author
Owner of uk based Ltd company ArteriaMediaLtd. with a trading name of Arteria3d Website;arteria3d.com
#2
I tried something also - i applied just one texture to the whole building, just to see whether it was something in one of the textures that was triggering mipmapping on, but the building still showed with its textures blurred, if the camera was only a couple of feet away
I really need a fi for this
Thanks
Steve
12/18/2007 (3:36 pm)
If you mean, aer they all 512x512 etc, yesI tried something also - i applied just one texture to the whole building, just to see whether it was something in one of the textures that was triggering mipmapping on, but the building still showed with its textures blurred, if the camera was only a couple of feet away
I really need a fi for this
Thanks
Steve
#3
12/18/2007 (11:56 pm)
No Stevie, I was talking about the display ratio (scale). Is one building using a scale of 1 and another a scale of 0.75, for example (per face setting)? I think it is causing textures to become blurry.
#4
scale ratio compared with? Sorry, im not following. Can you explain please
Thanks
Steve
12/19/2007 (3:02 am)
Hiscale ratio compared with? Sorry, im not following. Can you explain please
Thanks
Steve
#5
There is a scale factor to which you can set the texture at. For example 0.5 (half sized).
This means the textures is reduced to fit the face.
You may have a different scale on faces using the same texture, resulting in a different blurring distance.
12/19/2007 (4:02 am)
Click on face tool, select one of the building face and check on the left.There is a scale factor to which you can set the texture at. For example 0.5 (half sized).
This means the textures is reduced to fit the face.
You may have a different scale on faces using the same texture, resulting in a different blurring distance.
#6
This is really causing me frustration. Thanks stephan for giving a helping hand with ideas
Steve
12/19/2007 (4:05 am)
Right, i didnt think you were talking about textures i thought you were on about the geometry size. Some of the textures are fit to face, as i use whole textures, whilst others aer tiled. This problem is happening on textures that are fit to face, and tiled textures. Really wierd. I guarantee this is a mipmapping problem, as mipmapping kicks in when the camera moves out from the object and thats when it is happening. When the camera is right up the building, the images aer intactThis is really causing me frustration. Thanks stephan for giving a helping hand with ideas
Steve
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