View Full Version : Object goes blurry at certain distances?
Mypeople
01-01-2011, 11:32 AM
My object has two materials on it, one material with its textures looks good from whatever distance, you can see the two round things at the top, those look fine always.
for some reason, the materail on the main door goes blurry after i pull the camera back just a little. Ive never had this happen in unreal. almost always ill notice some bluring at a FAR distance on textures (wish i could prevent that no matter what) but nothing like this object. Ive read make sure the package is fully loaded, its fully loaded. i have no idea why this is still happening. anyone have any ideas?
http://lh5.ggpht.com/_Jvp-gdUMWRs/TROl-G8hyYI/AAAAAAAAAyo/WhefSI6qC90/12-23-2010%2011-34-05%20AM.png
Gilgamesh
01-01-2011, 01:30 PM
Only thing I can think of is that the different textures are in two different texturegroups.
Oniram
01-01-2011, 02:00 PM
ive run into that usually when loading a package and getting ready to start working. one thing i usually do is refresh the textures by just double clicking on the texture in the content browser, and that helps.. can get kind of annoying if its happening to a lot of objects.
Mypeople
01-01-2011, 02:00 PM
different texture groups? can i get more details on what you mean gilga?
tharle
01-01-2011, 05:06 PM
have you checked your mip map settings? the last setting in the texture properties window is "Mip Gen Settings". If you change this from "From Texture Group" to "No Mipmaps" then your texture will always be at the resolution you imported it at.
tharle
edit: just trying something similar on one of my scenes and try changing the LOD group from world to UI too. You can see in the texture info box (at the top of the texture properties window) what size it was imported at and what size it's displayed ("max in-game" not "displayed" confusingly.)
Mypeople
01-01-2011, 05:45 PM
Thanks tharle, that did it, i still have NO idea why this is happening, maybe a bug? no idea. so if i'm mostly using udk to showcase artwork, should i always turn the nomipmapp setting you think?
JordanW
01-01-2011, 06:31 PM
Be careful, while using no-mipmaps will show the resolution you imported it will also ...not generate mip maps, which will cause texture aliasing at distances and is also a performance loss.
tharle
01-02-2011, 12:36 PM
its not a bug - basically the software is automatically reducing the resolution that the image is displayed at so as to improve performance. the mipmap settings control the lower res maps that are created and the LOD group controls where they are used (i think!)
if it's just for displaying work then you should have it off all the time but, like JordanW says, it will create performance issues if you were using it in a game.
tharle
JordanW
01-02-2011, 01:10 PM
if it's just for displaying work then you should have it off all the time but,
tharle
No, this will make your textures look like shit, here's a comparison between no-mips and mips, the one without mips has sparkling colors which look bad in stills and look REALLY bad in motion. In motion every pixel is constantly changing colors a big amount and causes flickering.
http://dl.dropbox.com/u/2332694/Polycount/noMIPS.jpg
In my test I only disabled mips for the base diffuse and normal, it's blending like 6 textures so some of the negative effects are diminished.
Notice I'm not even that far away from the model, this will happen even more at grazing angles and further distances.
If you want to show your textures at the highest quality just set their LODGroup to Cinematic and/or defer compression while you take your screenshots.
<edit>
it also sounds like a bug if your door is rendering that blurry up close, try placing it in a sample level and see if it still happens. Is this a static mesh or mover? try converting.
Numerator
01-13-2011, 05:18 PM
MIP maps should always be enabled, however you can control when they are swapped in with a bias. You can also use better filtering algorithms than the box filter to get less blurry MIP images.
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