Can I control mipmapping distance via material editor?
I went out and shot some wonderful grass foliage textures and I'm trying to implement them as photo-real as possible, but I'm running into mipmapping(which I admittedly don't know a lot about) and it's breaking the immersion completely. I have made a video previewing my grass without mipmaps below. I am looking for a way to adjust the distance at which these mipmaps are visible so I don't wind up with blocky thick grass up close like the image I have posted. https://www.youtube.com/watch?v=GEopcw6_QPY
asked Jul 06 '15 at 01:35 AM in Rendering
You can select the texture sample in the material editor and change the mip setting to either "Mip Bias" or "Mip Level". 'Mip bias' lets you bias the existing mip values and 'mip level' lets you set it explicitly, such as with the "compute mip level" function. Note that when using 'compute mip level' you will get bilinear and not anisotropic mip mapping.
Looking at your above image though, I feel like there may be something else going on. What resolution is your texture? Have you tried different settings for the mip mapping in the texture settings (ie various levels of sharpen).
Is your texture square?
answered Jul 06 '15 at 05:31 PM
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