Fred Wasson Posted October 14, 2009 Share Posted October 14, 2009 Hi guys, I’m very new to the 3d game and I’m looking for some advice. I’m trying to do some basic renderings for a builder and would appreciate if some one could help me with a question. My siding and roof textures are rendering fuzzy or blurry on the surfaces that are at a grater angle to the camera. Any help would be much appreciated. Thanks Link to comment Share on other sites More sharing options...
ABK Posted October 14, 2009 Share Posted October 14, 2009 I've had the same problems with large textures in max when rendered at an angle. Try reducing the size of the texture file (~600x600). I'm sure there's a better answer than this though. Link to comment Share on other sites More sharing options...
Tommy L Posted October 14, 2009 Share Posted October 14, 2009 Are you using a bump map? Bump maps at angles dont work too well. 2 solutions: 1: Use displacement 2: Model the siding. I would go with 2. For that building it should take around 20 minutes. Roof tiles may take a little longer to make, but will be well worth the effort. Link to comment Share on other sites More sharing options...
Fred Wasson Posted October 14, 2009 Author Share Posted October 14, 2009 Ok, maybe someone can explain this. When I apply it to a box at the same angle it looks fine. See attachment. Link to comment Share on other sites More sharing options...
Tommy L Posted October 14, 2009 Share Posted October 14, 2009 (edited) Then it may be your smoothing groups: 1: Select the wall object 2: go to sub-object (3) and select all polygons (ctl-a) 3: scroll down the modify panel to 'smoothing groups' 4: click 'clear all' 5: cross fingers 6: hit render Edit: it may be in reverse, ie, the box has better smoothing. Do the above for both the box and the walls/roof. If the texture disintigrates on the box then the sg need to be applied to the wall, not removed. Edited October 14, 2009 by Tommy L Link to comment Share on other sites More sharing options...
Fred Wasson Posted October 14, 2009 Author Share Posted October 14, 2009 No, Not it. Thanks for the quick replys. Ill keep trying Link to comment Share on other sites More sharing options...
Tommy L Posted October 14, 2009 Share Posted October 14, 2009 Well as a quick fix you can just move that box over the offending return wall! Honestly, Id model the siding and defo model the roof. It will make a huge difference. And if these are stills, photoshop the grass Link to comment Share on other sites More sharing options...
beestee Posted October 14, 2009 Share Posted October 14, 2009 Adjust the blur value in the maps that seem to have trouble. I typically use 0.2, but there are some who completely turn the blur off by disabling map filtering. Regards, Ben Link to comment Share on other sites More sharing options...
erickdt Posted October 14, 2009 Share Posted October 14, 2009 Looks to me like your applying that UVW map in a planar fashion to the front of your structure. Try UVW mapping it in a box fashion. E Link to comment Share on other sites More sharing options...
Fred Wasson Posted October 16, 2009 Author Share Posted October 16, 2009 WOW!! Thanks Beeste. you were right. I changed the blur to .1 Link to comment Share on other sites More sharing options...
DanGrover Posted October 16, 2009 Share Posted October 16, 2009 As Beeste said, it's that blur value - but beware! The reason it is set at 1.0 by default is because otherwise you will almost definitely get terrrible moire or other flickering patterns if rendered as an animation, as 600px of textures gets hammered down to about 20px in the render as the angle becomes more and more accute! Link to comment Share on other sites More sharing options...
mattclinch Posted October 16, 2009 Share Posted October 16, 2009 i used to have a script that would reset blur values on all textures to any value you specified, i'll try and dig it out. reset all mine to .1 in a zombie like fashion without thinking now. Link to comment Share on other sites More sharing options...
Nic H Posted October 16, 2009 Share Posted October 16, 2009 yeah textures must be at 0.1. keeping it at 1.0 is a good way to make things look shit, especially floors Link to comment Share on other sites More sharing options...
braddewald Posted October 16, 2009 Share Posted October 16, 2009 Matt, what script is this that you are using? Can I get it somewhere? Link to comment Share on other sites More sharing options...
mattclinch Posted October 16, 2009 Share Posted October 16, 2009 (edited) maps = getClassInstances bitmaptexture [color=#b1b100]for[/color] m in maps [color=#b1b100]do[/color] [color=#66cc66]([/color] m.coords.blur = [color=#cc66cc]1.00[/color] [color=#3cb878][i]--set this value to whatever you want[/i][/color] [color=#66cc66])[/color] credit to the original author.. but can't remember where i got this from. Edited October 16, 2009 by mattclinch Link to comment Share on other sites More sharing options...
braddewald Posted October 16, 2009 Share Posted October 16, 2009 Awesome, thanks! Link to comment Share on other sites More sharing options...
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