Texture mipmap setting, negative lod bias
I've got some grass in my scene which looks quite blurry at a distance (due to mipmapping). I would like to offset the texture lod bias and there's an option for it in the texture settings but it doesn't seem to do anything. From the documentation I can find:
The number of miplevels to drop before uploading the Texture. This value can be negative to compensate for the LODGroup's LOD bias for a particular Texture. The LODBias, the LODGroup's LOD bias and the NumCinematicMipLevels are all added together to form a final LOD bias value for the Texture.
I just can't find a way to lower the LOD bias, the combined LOD bias always stays at 0. I don't know what's ment with the LODGroup's LOD bias so maybe someone can point me in the right direction.
asked Mar 12 '17 at 10:01 PM in Using UE4
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