Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

PaperSprite texture settings question

Hello everyone,

I am having a big problem setting up my papersprites(and of course my flipbooks) to show exactly as my original PNG's. If i use the setting "Nearest" then everything becomes blocky and it shows during runtime especially fine details but it is as sharp as my original png.

If i use the setting "bi/tri linear" then the blockiness is gone but my sprite becomes super washed out and on top of that it adds artifacts everywhere.

i am posting below some screenshots to demonstrate better my problem.

"nearest" Please open from the link and look since in the preview you can't really tell what is going on.alt text

Bi-linear settingsalt text

Bi linear sprite.Washed out and artifacts everywhere.alt text

Zoom in on some artifacts.alt text

And my original super sexy PNG. :)alt text

Are there any settings that i must use in order to have the best of both worlds? The crispness and no artifacts "nearest" solution but without the blockiness it creates?In short ,can i import my PNG and see inside Unreal 100% the same image?

It seems that from the pictures you cannot see 100% what i am saying since they are static but during actual gameplay everything i am describing above multiplies by tenfold . With "nearest" you lose a lot of fine detail and the flipbooks kind of flicker when the animate since all curved lines are being transformed to blocks but even worst is with bi/tri linear selected, since you can actually see weird artifacts 60 times every second not to mention the washed out look !

Any idea how to fix this?

Thank you

Product Version: Not Selected
nearest.png (148.5 kB)
bileanear.png (184.3 kB)
artifacts.png (455.4 kB)
more ▼

asked Oct 09 '14 at 10:49 AM in Rendering

avatar image

576 52 56 77

avatar image Roccinio Oct 15 '14 at 10:37 PM

Does anyone at least have an answer why the system adds attracts with bi, tri linear selected?

avatar image schmigel Feb 24 '16 at 02:42 PM

Hi. Im having problemes getting the anti-aliasing work in blueprints. I created a question with a problem similar of yours. https://answers.unrealengine.com/questions/379520/flipbook-texture-anti-aliasing.html

For the washed problem, did you tick on the sRGB option in the texture properties?

avatar image AndyV99 Nov 30 '17 at 12:26 AM

Something you could try is right clicking on your texture in the content browser, going to "Sprite Actions", then click on "Apply Paper 2D Texture Settings". The texture might still look bad in the viewport, but if you play in standalone window or launch the game, your pixels should be crisp.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question