Have you even opened the clip properties and took a look what is inside? -> http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/files/property3509.htm#WS3ED399EEF2243144A8E6B3EEB78DEAF1-0044
you can set the minification and magnification to 'uninterpolated pixel'. this should fix all the filtering problems in the viewport. Cheers On Wed, Mar 20, 2013 at 3:07 PM, Duncan Greenwood < [email protected]> wrote: > Oh yeh. There is one workaround that I did find. If I save the textures > at double the resolution (256X256 instead of 128X128) then it looks ok in > the XSI viewport. I'd rather not have to do that though. It would be nice > if I can simply get XSI to display ALL the pixels... > > > On 20 March 2013 15:58, Duncan Greenwood <[email protected]>wrote: > >> 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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