Why all textures are low resolution on epic quality?

Recently after a light build all my scene set to Epic quality settings looks almost the same as Low quality settings.
In the pictures attached I have my light built at Production quality. The first one is on Epic and the second si on low. I didn’t have this problems before…

If i take each texture and change the Mip Texture settings from “from texture group” to “no mip maps” the texture shows up perfectly. ( LOD bias - 0 / LoD group - world )

Engine 4.3.1 / Default settings

Hey VladV -

What are your textures imported from, are they TGAs, PNGs, etc.? Also if you have access to the newest build (4.4.0) have you tested this and does it behave the same?

Thank You

Eric Ketchum

Most of the textures are TGA. I do not have access to 4.4.0… maybe next update

How much are your meshes scaled? I’ve seen other people have problems with mip maps / texture lods if there are extreme scale values. If you have scaled up these meshes, could you try to scale it in your 3D application instead and reimport the meshes?

I did not have this problem a week ago… so it should not be a scale problem.

Everything is in centimeters at the right scale (modeled in 3ds max in cm). I have the main buildings in the pictures very detailed (furniture, books etc) and a small village around the building with about 100 houses very low poly.

Then it is an odd problem indeed. I hope you find the technical culprit.

Hey VladV -

Are you getting the same results using one of the Epic provided textures applied to one of your meshes? Can you try that and also try using an Epic Texture on an Epic Mesh?

Thank You

Eric Ketchum

After converting to 4.4 , recompiling shaders and assets, it seems to be working fine… i hope i don’t get bugged again because i would like to finish this scene :).

I Also tried your suggestion in 4.3.1. If i change any materials with other ones from the content browser on epic or non_epic SM, the texture is displayed correctly, but the light build remains displayed as on low quality :))

Thank you.

Hey VladV -

I know I might be splitting hairs here but the Lighting build should remain the same whether on Epic or Low Scaliability settings. The Shadows should be what changes (or how the engine renders the Shadowmaps across the level). If you have a great deal of dynamic or stationary lights the difference between Epic and Low should not be dramatic.

Thank You and I’m glad we got you up in 4.4

Eric Ketchum