in the rendertree, open the image node. There you will find 'Image
Filtering'…

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Duncan
Greenwood
Sent: Wednesday, March 20, 2013 17:32
To: [email protected]
Subject: Re: pixel art textures

 

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 <[email protected]>
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 <[email protected]>
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: [email protected]
[mailto:[email protected]] On Behalf Of Duncan
Greenwood
Sent: Wednesday, March 20, 2013 14:58
To: [email protected]
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:
Inline images 4

16X16 sample block, and a 128X128 upscale:
Inline images 2Inline images 3

texture as seen in the XSI viewport with texture filtering off):
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.
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 <tel:%2B41%2044%20500%2048%2020> 

www.elefantstudios.ch
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