Mip Mapping would be very much needed for proper display of textures that have high frequency. Thanks Already had Linear Filtering enabled. In paint room there is no mip-mapping now to speed up realtime painting Shpagin Thank you very much for clarifying! The proper texture filtering is in render room. In paint room there is no mip-mapping now to speed up realtime painting process. But not an issue and working as you would visually expect in other software.Īgain, here a picture of the same flat exported textures from 3D Coat, this time re-imported as external maps via texture menu, giving me the same moired/aliased view of the texture, simply because it has high frequency small pattern. It is not about tiling, but about view port display of the texture at higher tiling(zoom) amounts of Smart Materials inside of 3D Coat. I do not tile them in other applications, that was not the point. I simply applied a highly tiled(zoomed out) Smart Material in Coat and exported the textures. How would it matter how much tiling it is? How many times am I tiling? : How could I tell? 3D Coat does not have numerical tiling, it only has the zoom on the Smart Material Controls. What exactly is it that does not make sense to you and how? Could you please elaborate? How is file size relevant to this? This is obviously a default head from Start Menu with jus a few layers. tiling doesnt work the same on 3dcoat,painter etc as it would on ue5 etc Whats your file sizes? and how many times are you tiling. All of what you just said isnt making much sense.
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