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Bad texture quality
show user profile  gcskrj
Hi, im new at 3dsmax (9.0) and I have a problem that I'cant figure out how to solve, and this is:

When I use a simple texture (diffuse map) and/or a bump map in some poligon, when I render it, always in some narrow angles the bump map or the quality of the main texture map tend to be less effective, for example, If I put a bump map on a sphere and I render it, I will see the bump only in the closer and "frontal" areas, but not in the borders of the sphere. (in the diffuse map tend to loss quality). This proble is solved in games by an anisatropic filter, but in 3dsmax I dont know how to fix it.

read 843 times
6/25/2011 12:14:14 AM (last edit: 6/25/2011 12:14:14 AM)
show user profile  Mashedpot8er
Hi there. Go into the material editor and click on the map slot that is getting blurred and change the blur value to 0.3, its 1 by default. Should fix it. :)

Cad Monkey

read 810 times
6/25/2011 9:48:07 PM (last edit: 6/25/2011 9:48:07 PM)
show user profile  gcskrj
I have changed it, but it still looks like this:

So, as you can see, there is a lack of definition on the top and right side.

There is possible to fix this??
read 788 times
6/26/2011 5:19:26 AM (last edit: 6/26/2011 5:20:25 AM)
show user profile  mike_renouf
Your map is being stretched on the top and right sides, that's why it's blurred. You need to understand 'uvw mapping'. The quick fix would be to apply a uvw map modifier, and then select 'box' mapping type and ensure that the map is set to tile within the material editor diffuse slot. Unless you learn how this works though you'll probably come up against more and more of these issues.

read 778 times
6/26/2011 7:37:22 AM (last edit: 6/26/2011 7:37:22 AM)
show user profile  Mr_Stabby
its a pixel sampling issue mixed with shortcomings of height maps, bump mapping is a complicated and artifact prone procedure to begin with due to rasterized data being used in floating point space and twisting/stretching makes it that much more degraded. You can up your sampling values to improve the quality but at those kinds of angles you really need a normal map to get a good looking effect

read 774 times
6/26/2011 8:26:00 AM (last edit: 6/26/2011 8:26:00 AM)
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