open your render tree. select the image and in the ppg select the Texturing
tab.
under OpenGL Texturing settings up the maxium resolution.
does that fix it?


On 20 March 2013 16:32, Duncan Greenwood <duncanroygreenw...@gmail.com>wrote:

> Sweet :)
> The 'scale textures up to nearest power of two' thing worked.  I'm not
> sure where to find the elliptical filtering and bilinear interpolation
> settings though.
>
>
> On 20 March 2013 17:24, Vladimir Jankijevic <vladi...@elefantstudios.ch>wrote:
>
>> oh, that's why it worked for me. I have this setting OFF.
>>
>> thanks
>>
>>
>> On Wed, Mar 20, 2013 at 4:15 PM, Sven Constable <sixsi_l...@imagefront.de
>> > wrote:
>>
>>> For the viewport :  Under preferences-->Display, turn on 'scale textures
>>> up to nearest power of two'****
>>>
>>> ** **
>>>
>>> For rendering: turn on elliptical filtering and turn off bilinear
>>> interpolation.****
>>>
>>> ** **
>>>
>>> ** **
>>>
>>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Duncan Greenwood
>>> *Sent:* Wednesday, March 20, 2013 14:58
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* pixel art textures****
>>>
>>> ** **
>>>
>>> Hello everyone,
>>>
>>> Long time.
>>>
>>> I've been working at an indie game studio for a while now, and there are
>>> a few things that have come up that I wasn't expecting to be a challenge.
>>>
>>> One thing I've been trying to solve for a long time, is displaying low
>>> resolution textures in XSI.  It just doesn't seem to display the texture
>>> the way that it has been drawn, and I can't find the right settings to fix
>>> it.  Basically, the best I can get it, XSI will display the texture in the
>>> viewport at half the resolution, ie: it will display 1 pixel for every 4
>>> pixels in the texture image.  I can't seem to get the render to stop
>>> filtering the textures either, so that comes out all blurry.  Does anyone
>>> know how I could solve this problem (preferably without increasing the
>>> texture resolution?
>>>
>>> I am trying to do the UVs of 64 16X16 pixel squares that are cut out of
>>> a 128X128 texture image.
>>>
>>> A few things I tried:
>>> saving as png does not help (this is the format we're using for most
>>> things).
>>> saving as tiff of targa does not help.
>>> saving as jpg doesn't help (and is also just a very silly idea.
>>>
>>> Interestingly enough, cutting out a 16X16 square from the texture and
>>> using that as the diffuse input, instead of a 16X16 UV section of a 128X128
>>> image, looks fine in the viewport (although still not in the render, but I
>>> don't really care too much about that). This does not help me though,
>>> because I specifically need to do the UVs on 16X16 squares, using a larger
>>> image as the texure.
>>>
>>> Here are some images showing what's happening:
>>>
>>> original 128X128 texture image:
>>> [image: Inline images 4]
>>>
>>> 16X16 sample block, and a 128X128 upscale:
>>> [image: Inline images 2][image: Inline images 3]
>>>
>>> texture as seen in the XSI viewport with texture filtering off):
>>> [image: Inline images 5]
>>>
>>> Texture as seen in XSI render (not that it really matters, but it's
>>> still annoying):
>>> -It's been scaled down in Photoshop to match other images, in case you
>>> were wondering.
>>> [image: Inline images 7]
>>>
>>>
>>> Thanks people :)
>>>
>>> Duncan Greenwood
>>> Animator at Free Lives Games****
>>>
>>
>>
>>
>> --
>> ---------------------------------------
>> Vladimir Jankijevic
>> Technical Direction
>>
>> Elefant Studios AG
>> Lessingstrasse 15
>> CH-8002 Zürich
>>
>> +41 44 500 48 20
>>
>> www.elefantstudios.ch
>> ---------------------------------------
>>
>
>

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