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Very low-res texture 'shifts'
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  • OrthancG
  • Posted: 17 August 2010 04:52 PM
  • Total Posts: 4
  • Joined: 27 January 2010 06:56 PM

Hello, I’m making an extremely basic model in Maya 2011 with a very low resolution texture, so low that the pixels are clearly visible. This is intentional (yes it’s for Minecraft).

However I am having an issue with the texture when I render. The UV’s are lined up perfectly, and it displays in the perspective view that the texture is applied correctly. Here’s what the perspective view and UV’s look like:
persp.th.jpg58374327.th.jpgpersp2f.th.jpg

But when I render it the texture seems to have shifted. Here’s some renders:
minecraftchar3.th.jpgminecraftchar2.th.jpgminecraftchar1.th.jpg
minecraftchar4.th.jpg

As you can see, the texture on each face seems to have shifted 1 pixel up and to the right, and with the pixels being so large this is very obvious. See-through gaps form where the texture has shifted up, bringing transparent pixels of the texture onto the face, despite the UV editor showing me that the UV’s are lined up perfectly on the edge of the colored areas. Also the texture on the guy’s face shows clearly that it is not aligned perfectly, again contrary to what the UV’s tell me.

I know texture filtering is part of the problem. I’ve experimented with a few work-around ideas but none have been satisfactory. It seems very odd to me that I cannot prevent Maya completely from shifting/blurring my textures when it renders. It might be just one pixel, but again at this resolution that shows up like a sore thumb.

Any help would be greatly appreciated.



Replies: 0
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  • n8skow
  • Posted: 19 August 2010 02:23 AM

Have you tried just turning texture filtering to ‘none’?



n8skow [FA]

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  • OrthancG
  • Posted: 19 August 2010 04:52 AM

I’m still fairly new to this program, where do I go to turn off texture filtering?



Replies: 1
/userdata/avatar/g6mvry9w7_IMG_0417.jpg

Open the Hypershade windows - select your shader - goto the attribute windows (Ctrl+A)—in the diffuse slot you have an arrow >, click the arrow—You now are in the texture file node—at the very top of the file attributes section you should see Filter Type (Quadratic) --- Click the Quadratic and a menu will appear pick none

Author: RROCHS

Replied: 19 August 2010 07:21 AM  
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  • OrthancG
  • Posted: 19 August 2010 11:39 AM

Thank you for your replies!

Actually I already had filtering set to ‘off’ for those renders. If the filtering is kept at quadratic the texture becomes blurred. But whether it’s on or off I’m seeing these gaps and this shift of the texture. With filtering on the blur bleeds some color over the gap, but that doesn’t get around the underlying problem of the texture shifting.

So filtering might be part of the problem, but it doesn’t seem to be the entire problem. Is there anything else, perhaps something in the Maya rendering software, in the shader attributes or in the object attributes that might cause the texture to shift? Thanks again.

EDIT: Definately something to do with rendering with Maya Software, rendering with mental ray gives me a result that mirrors what I see in the workspace. So in essence this is solved, but I still would like to know what it is that’s causing maya software to work differently.



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